well i was experimenting with the rail electric trains and i kinda foolish drove my self over with the electric train gg BUT then i tried to reload a autosave but no dice didnt work gave me the error it showed on the SS.... so i havent fiddled with anything, after this error happend i upgraded to version 3.0.0. and it still didnt help so i had to disable the 5dim trains mod and re-enable it but not using the electric trains then.McGuten wrote:bitteeins wrote:hmm i seem to have this problem after using the electric trains... and using my autosaves... any idears ? i updated to the lasted version 3.0.0
What are you doing when show error?
Bugs and problems
Moderators: odin_spain, McGuten
Re: Bugs and problems
Re: Bugs and problems
hmm i seem have a new slight problem since i updated to 3.0.0 hmm the galena ore stopped producing nickel ore hmm is this a bug or is there new means to get nickel ore ? cant seem to find it anywhere same with cobaltite ore. Thanks otherwise for the mod having fun ^^
-
- Manual Inserter
- Posts: 2
- Joined: Sat Nov 01, 2014 6:23 pm
- Contact:
Re: Bugs and problems
I don't know why but spitters in my game are doing enormous damage. Small spitter is hitting for 50 damage. After looking into config he should do 5 damage so i don't know what is happening. Mods installed: http://pastebin.com/raw/ZdKdmnCG
Re: Bugs and problems
bitteeins wrote:hmm i seem to have this problem after using the electric trains... and using my autosaves... any idears ? i updated to the lasted version 3.0.0
My was woring fine i saved and quited the game with no issues, and the next day i also got this message out of nowhere (where running 2.2 before and tried with 3.0.0 without luck)
just to let the mod-dev know, found 2 errors in code.
In control.lua for trainmod.
line 734 is commented out when i guess it should have been 733.
and
(not sure) but the word "wadonData" is pressent when it should be "wagonData"
I changed these and my save now works again,
i'm sry for editing the file, but i wanted to play (Have no skills with lua just went for the line stated and had a look)
Be sure to correct me if i have destroyed anything with this.
-- And for ppl reading this. DON'T do this without Dev's input --
-
- Burner Inserter
- Posts: 5
- Joined: Sat Mar 12, 2016 2:35 am
- Contact:
Re: Bugs and problems
Hey, i have a problem with the transport module, i dont have the mk2 and mk3 liquid pipes, i have investigated them and they dont appear in for craft, but if i try to solicit it to the logistic robotos they appear
http://prntscr.com/akvgvb
http://prntscr.com/akvgvb
Re: Bugs and problems
I got the same error when I tried to load my save file after I updated the 5dimm mods.Zolidus wrote:bitteeins wrote:hmm i seem to have this problem after using the electric trains... and using my autosaves... any idears ? i updated to the lasted version 3.0.0
My was woring fine i saved and quited the game with no issues, and the next day i also got this message out of nowhere (where running 2.2 before and tried with 3.0.0 without luck)
just to let the mod-dev know, found 2 errors in code.
In control.lua for trainmod.
line 734 is commented out when i guess it should have been 733.
and
(not sure) but the word "wadonData" is pressent when it should be "wagonData"
I changed these and my save now works again,
i'm sry for editing the file, but i wanted to play (Have no skills with lua just went for the line stated and had a look)
Be sure to correct me if i have destroyed anything with this.
-- And for ppl reading this. DON'T do this without Dev's input --
I changed the wadonData to wagonData but I can't understand the first thing you said.
What do you mean the 734 line is commented out? What do I have to change to make it work?
I really need a temp fix as well so I can play
Re: Bugs and problems
I get this Error Pop up
Saying "No loader Found for "Straight rail" "
I have the Whole 5Dim Modpack
I had Bobs Mods on but then i tried again with Bobs mods Off still same error.
Saying "No loader Found for "Straight rail" "
I have the Whole 5Dim Modpack
I had Bobs Mods on but then i tried again with Bobs mods Off still same error.
Last edited by Koub on Wed Mar 30, 2016 6:27 pm, edited 1 time in total.
Reason: Removed sig, because really too big.
Reason: Removed sig, because really too big.
Re: Bugs and problems
Hi.
Iam using the latest full 5dim pack along with other mods.
core 3.0.0
trains 3.0.0
1. The requester carriage loses its configuration after driving with the train.
2.After picking up a requester wagon, the invisible requester chest stays. Tried it again: no invisible chest. Dont know why
edit:
I just found this post regarding problem 1
I tried to remove the comments, but then i get an error ingame as soon as the train stops.
edit2:
I did a quick fix. Seems to work.
I checked the factorio lua api site and fixed the discrepancies.
Orignal:
Changed:
Iam using the latest full 5dim pack along with other mods.
core 3.0.0
trains 3.0.0
1. The requester carriage loses its configuration after driving with the train.
2.
edit:
I just found this post regarding problem 1
After looking into the control.lua, these lines are still commented out.Rens2Sea wrote:There seems to be a bug in the requester wagon, when i set some logistics on the invisible requester chest and then move the train, the logistics are removed when the train stops again.
Apparently at line 523 in control.lua there are 3 lines disabled that actually fill the requester slots, why are these lines commented out? It works fine when i bring them back.
Code: Select all
function setRequestSlots(proxy, requestSlots) if isRequester(proxy)then --debugLog("Requester") local i = 0 local slots = {} while i < 10 do i = i + 1 local slot = requestSlots[i] if slot ~= nil and slot.name ~= nil then --if game.item_prototypes[slot.name] ~= nil then --proxy.setrequestslot(slot, i) --end end end end end
I tried to remove the comments, but then i get an error ingame as soon as the train stops.
Code: Select all
Error while running the event handler:
__5dim_trains__/control.lua:524: LuaBootstrap doesn't contain key item_prototypes.
I did a quick fix. Seems to work.
I checked the factorio lua api site and fixed the discrepancies.
Orignal:
Code: Select all
function setRequestSlots(proxy, requestSlots)
if isRequester(proxy)then
--debugLog("Requester")
local i = 0
local slots = {}
while i < 10 do
i = i + 1
local slot = requestSlots[i]
if slot ~= nil and slot.name ~= nil then
--if script.item_prototypes[slot.name] ~= nil then
--proxy.setrequestslot(slot, i)
--end
end
end
end
end
Code: Select all
function setRequestSlots(proxy, requestSlots)
if isRequester(proxy)then
--debugLog("Requester")
local i = 0
local slots = {}
while i < 10 do
i = i + 1
local slot = requestSlots[i]
if slot ~= nil and slot.name ~= nil then
if game.item_prototypes[slot.name] ~= nil then
proxy.set_request_slot(slot, i)
end
end
end
end
end
Last edited by diosmio on Thu Mar 31, 2016 4:25 pm, edited 2 times in total.
Re: Bugs and problems
First of alll: Thaks for those greate Mods!
Now my Problem:
I just startet using the Bob-Modpack and I am not able to build a standard Masher because of some small Tinplate incompatibility.
I have Tin plates marked as "bobplates" but it seems like my Masher doesnt want those plates. I can also find the Tin plates from 5dim_ores. Is it possible to "convert" those or to get rid of the incompatibility?
Edit: Deactivation of 5dim_ores made it possible to craft the Masher but i couldnt mash Tin anymore. After reactivating it, o hade two different types of Tin Plates.
PS: The "How to: Play 5dim mod with ores from bobores " dinkt help, bacause the last value was already "true".
Thanks in advance!
Edit2: It seems I solved the bug by replacing every "5d_tin_plate" inside the Mods folder by "tin_plate" like it is used in Bobmods.
Now my Problem:
I just startet using the Bob-Modpack and I am not able to build a standard Masher because of some small Tinplate incompatibility.
I have Tin plates marked as "bobplates" but it seems like my Masher doesnt want those plates. I can also find the Tin plates from 5dim_ores. Is it possible to "convert" those or to get rid of the incompatibility?
Edit: Deactivation of 5dim_ores made it possible to craft the Masher but i couldnt mash Tin anymore. After reactivating it, o hade two different types of Tin Plates.
PS: The "How to: Play 5dim mod with ores from bobores " dinkt help, bacause the last value was already "true".
Thanks in advance!
Edit2: It seems I solved the bug by replacing every "5d_tin_plate" inside the Mods folder by "tin_plate" like it is used in Bobmods.
Re: Bugs and problems
I ran into the same problem. I added 1 masher, and the plate what you made with the masher, I use just for more mashers and MK2 electrical furnices.
If you need a hungarian translator/interpretor, contact me. Here or on youtube. Or anywhere
youtube.com/sastas
youtube.com/sastas
Re: Bugs and problems
Hi!
5dim removes some of Factorio Basics's items? (blue ammo,mk2 tank,etc) If yes,how can i turn off removing these items?
5dim removes some of Factorio Basics's items? (blue ammo,mk2 tank,etc) If yes,how can i turn off removing these items?
- Attachments
-
- Technology list
- 2016-04-12 (3).png (1.29 MiB) Viewed 11382 times
-
- Factorio Basics's item page
- 2016-04-12.png (2.38 MiB) Viewed 11382 times
Re: Bugs and problems
They shouldn't just place them under other tabs. Some mods change recipes, and give new stuffs, but everything in vanilla factorio is still madeable, just sometimes need to find them again, because they looks like different(with the same name)MPeti1 wrote:Hi!
5dim removes some of Factorio Basics's items? (blue ammo,mk2 tank,etc) If yes,how can i turn off removing these items?
If you need a hungarian translator/interpretor, contact me. Here or on youtube. Or anywhere
youtube.com/sastas
youtube.com/sastas
-
- Long Handed Inserter
- Posts: 56
- Joined: Sat Mar 05, 2016 5:44 am
- Contact:
Re: Bugs and problems
The energy one causes massive lag on my factorio when I have expanded the fields of solarpower a great deal
Re: Bugs and problems
Hi Sastas!Sastas wrote:They shouldn't just place them under other tabs. Some mods change recipes, and give new stuffs, but everything in vanilla factorio is still madeable, just sometimes need to find them again, because they looks like different(with the same name)MPeti1 wrote:Hi!
5dim removes some of Factorio Basics's items? (blue ammo,mk2 tank,etc) If yes,how can i turn off removing these items?
When you are who i think (Professzor Doktor Docens úr ),you can write in hungarian language.
What item i have a problem isn't a vanilla item,it's an item added by Factorio Basics mod.I can't find this item in any of the tabs,and i need this mod's tank because i can't fight the aliens with loe hp tanks :/
Az mk2-es tank amiről beszéltem nem vanilla item,hanem a Factorio Basics mod adja hozzá a játékhoz.Am óta hozzáadtam a 5dim néhány modját,nem találom meg egyik gyártási fül alatt sem a Factorio Basics néhény item-jét (például a kék lőszer,és az mk2 tank).Ha szükséges,küldök egy listát arról hogy melyik modok vannak bent
- Devious Null
- Burner Inserter
- Posts: 8
- Joined: Fri Apr 22, 2016 9:06 pm
- Contact:
Re: Bugs and problems
I have fixed three bugs in 5dim_trains version 3.0.0, and want to provide these fixes so that everyone can benefit from them.
The first is that powered rails often don't create invisible power poles when they are placed. I fixed this by adding a check for the specific rail entity types and fixing a typo in an entity name.
The second is that curved-water rails can only be placed on water, but straight-power rails can be placed on both land and water. I fixed this by changing both the curved-water rail and the curved-energy-water rail prototypes to use the same collision mask as their straight versions.
The third is that, when using the electric locomotive and the Fat Controller mod (viewtopic.php?f=92&t=4504), the Fat Controller will repeatedly report electric locomotives as being out of fuel. I fixed this by making the electric locomotives add more fuel when they have only one item remaining, rather than when they run out completely.
If you have any questions about these patches, please feel free to ask.
The first is that powered rails often don't create invisible power poles when they are placed. I fixed this by adding a check for the specific rail entity types and fixing a typo in an entity name.
Code: Select all
diff -ru source/5dim_trains_3.0.0/control.lua modified/5dim_trains_3.0.0/control.lua
--- source/5dim_trains_3.0.0/control.lua 2016-02-17 04:08:39.718891000 -0600
+++ modified/5dim_trains_3.0.0/control.lua 2016-04-24 18:13:13.285036300 -0500
@@ -127,7 +127,7 @@
addWagonToTable(global.wagonsData, event.created_entity)
end
- if event.created_entity.type == "rail" then
+ if event.created_entity.type == "rail" or event.created_entity.type == "straight-rail" or event.created_entity.type == "curved-rail" then
-- local hasBeenDestroyed = false
-- if colidesWithRail(event.created_entity.position) then
-- debugLog("Found other rail. shit! Remove it before we kill the save!")
@@ -160,7 +160,7 @@
addWagonToTable(global.wagonsData, event.created_entity)
end
- if event.created_entity.type == "rail" then
+ if event.created_entity.type == "rail" or event.created_entity.type == "straight-rail" or event.created_entity.type == "curved-rail" then
-- local hasBeenDestroyed = false
-- if colidesWithRail(event.created_entity.position) then
-- debugLog("Found other rail. shit! Remove it before we kill the save!")
@@ -406,7 +406,7 @@
elseif entity.name == "straight-power-rail" then
positions[1] = {"electric-pole-rail", entity.position}
- elseif entity.name == "5d-5d-curved-power-rail-water" then
+ elseif entity.name == "5d-curved-power-rail-water" then
if entity.direction < 2 or (entity.direction > 3 and entity.direction < 6) then
positions[1] = {"electric-pole-large-rail", {x=entity.position.x, y=entity.position.y + 2}}
positions[2] = {"electric-pole-large-rail", {x=entity.position.x, y=entity.position.y - 2}}
Code: Select all
diff -ru source/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua modified/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua
--- source/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua 2016-03-08 06:33:43.936808600 -0600
+++ modified/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua 2016-04-19 21:21:50.631221300 -0500
@@ -39,10 +39,10 @@
collision_box = {{-0.75, -0.65}, {0.75, 1.7}},
secondary_collision_box = {{-0.85, -2.6}, {0.85, 2.6}},
selection_box = {{-1.7, -0.8}, {1.7, 0.8}},
- collision_mask = {"ground-tile"},
bending_type = "turn",
rail_category = "regular",
pictures = railpictureswaterenergy({{"metals", "metals"}, {"backplates", "backplates"}, {"ties", "ties"}, {"stone_path", "stone-path"}}),
- order = "za",
+ collision_mask = {"not-colliding-with-itself"},
+ order = "z",
},
})
\ No newline at end of file
diff -ru source/5dim_trains_3.0.0/prototypes/rails-curve-water.lua modified/5dim_trains_3.0.0/prototypes/rails-curve-water.lua
--- source/5dim_trains_3.0.0/prototypes/rails-curve-water.lua 2016-03-08 06:33:34.352475500 -0600
+++ modified/5dim_trains_3.0.0/prototypes/rails-curve-water.lua 2016-04-24 18:38:51.779033100 -0500
@@ -40,6 +40,6 @@
bending_type = "turn",
rail_category = "regular",
pictures = railpictureswater({{"metals", "metals"}, {"backplates", "backplates"}, {"ties", "ties"}, {"stone_path", "stone-path"}}),
- collision_mask = {"ground-tile"}
+ collision_mask = {"not-colliding-with-itself"}
},
})
\ No newline at end of file
Code: Select all
diff -ru source/5dim_trains_3.0.0/control.lua modified/5dim_trains_3.0.0/control.lua
--- source/5dim_trains_3.0.0/control.lua 2016-02-17 04:08:39.718891000 -0600
+++ modified/5dim_trains_3.0.0/control.lua 2016-04-24 18:17:39.620269800 -0500
@@ -948,10 +948,7 @@
--debugLog("electric-locomotive energy " .. wagonData.wagon.energy)
--inventory.clear()
- local needsFuel = true
- for name,count in pairs(inventory.get_contents()) do
- needsFuel = false
- end
+ local needsFuel = inventory.get_item_count() < 2
--clearInventory(wagonData.wagon, 1)
if proxy.energy > 0 and needsFuel then
diff -ru source/5dim_trains_3.0.0/prototypes/locomotive.lua modified/5dim_trains_3.0.0/prototypes/locomotive.lua
--- source/5dim_trains_3.0.0/prototypes/locomotive.lua 2015-09-26 14:34:46.886165100 -0500
+++ modified/5dim_trains_3.0.0/prototypes/locomotive.lua 2016-04-24 18:15:59.331533600 -0500
@@ -17,7 +17,7 @@
icon = "__5dim_trains__/graphics/micoal.png",
dark_background_icon = "__base__/graphics/icons/coal-dark-background.png",
flags = {"goes-to-main-inventory"},
- fuel_value = "0.2MJ",
+ fuel_value = "0.1MJ",
subgroup = "raw-material",
order = "b[coal]",
stack_size = 500
Re: Bugs and problems
Big thanks to you guyDevious Null wrote:I have fixed three bugs in 5dim_trains version 3.0.0, and want to provide these fixes so that everyone can benefit from them.
The first is that powered rails often don't create invisible power poles when they are placed. I fixed this by adding a check for the specific rail entity types and fixing a typo in an entity name.The second is that curved-water rails can only be placed on water, but straight-power rails can be placed on both land and water. I fixed this by changing both the curved-water rail and the curved-energy-water rail prototypes to use the same collision mask as their straight versions.Code: Select all
diff -ru source/5dim_trains_3.0.0/control.lua modified/5dim_trains_3.0.0/control.lua --- source/5dim_trains_3.0.0/control.lua 2016-02-17 04:08:39.718891000 -0600 +++ modified/5dim_trains_3.0.0/control.lua 2016-04-24 18:13:13.285036300 -0500 @@ -127,7 +127,7 @@ addWagonToTable(global.wagonsData, event.created_entity) end - if event.created_entity.type == "rail" then + if event.created_entity.type == "rail" or event.created_entity.type == "straight-rail" or event.created_entity.type == "curved-rail" then -- local hasBeenDestroyed = false -- if colidesWithRail(event.created_entity.position) then -- debugLog("Found other rail. shit! Remove it before we kill the save!") @@ -160,7 +160,7 @@ addWagonToTable(global.wagonsData, event.created_entity) end - if event.created_entity.type == "rail" then + if event.created_entity.type == "rail" or event.created_entity.type == "straight-rail" or event.created_entity.type == "curved-rail" then -- local hasBeenDestroyed = false -- if colidesWithRail(event.created_entity.position) then -- debugLog("Found other rail. shit! Remove it before we kill the save!") @@ -406,7 +406,7 @@ elseif entity.name == "straight-power-rail" then positions[1] = {"electric-pole-rail", entity.position} - elseif entity.name == "5d-5d-curved-power-rail-water" then + elseif entity.name == "5d-curved-power-rail-water" then if entity.direction < 2 or (entity.direction > 3 and entity.direction < 6) then positions[1] = {"electric-pole-large-rail", {x=entity.position.x, y=entity.position.y + 2}} positions[2] = {"electric-pole-large-rail", {x=entity.position.x, y=entity.position.y - 2}}
The third is that, when using the electric locomotive and the Fat Controller mod (viewtopic.php?f=92&t=4504), the Fat Controller will repeatedly report electric locomotives as being out of fuel. I fixed this by making the electric locomotives add more fuel when they have only one item remaining, rather than when they run out completely.Code: Select all
diff -ru source/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua modified/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua --- source/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua 2016-03-08 06:33:43.936808600 -0600 +++ modified/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua 2016-04-19 21:21:50.631221300 -0500 @@ -39,10 +39,10 @@ collision_box = {{-0.75, -0.65}, {0.75, 1.7}}, secondary_collision_box = {{-0.85, -2.6}, {0.85, 2.6}}, selection_box = {{-1.7, -0.8}, {1.7, 0.8}}, - collision_mask = {"ground-tile"}, bending_type = "turn", rail_category = "regular", pictures = railpictureswaterenergy({{"metals", "metals"}, {"backplates", "backplates"}, {"ties", "ties"}, {"stone_path", "stone-path"}}), - order = "za", + collision_mask = {"not-colliding-with-itself"}, + order = "z", }, }) \ No newline at end of file diff -ru source/5dim_trains_3.0.0/prototypes/rails-curve-water.lua modified/5dim_trains_3.0.0/prototypes/rails-curve-water.lua --- source/5dim_trains_3.0.0/prototypes/rails-curve-water.lua 2016-03-08 06:33:34.352475500 -0600 +++ modified/5dim_trains_3.0.0/prototypes/rails-curve-water.lua 2016-04-24 18:38:51.779033100 -0500 @@ -40,6 +40,6 @@ bending_type = "turn", rail_category = "regular", pictures = railpictureswater({{"metals", "metals"}, {"backplates", "backplates"}, {"ties", "ties"}, {"stone_path", "stone-path"}}), - collision_mask = {"ground-tile"} + collision_mask = {"not-colliding-with-itself"} }, }) \ No newline at end of file
If you have any questions about these patches, please feel free to ask.Code: Select all
diff -ru source/5dim_trains_3.0.0/control.lua modified/5dim_trains_3.0.0/control.lua --- source/5dim_trains_3.0.0/control.lua 2016-02-17 04:08:39.718891000 -0600 +++ modified/5dim_trains_3.0.0/control.lua 2016-04-24 18:17:39.620269800 -0500 @@ -948,10 +948,7 @@ --debugLog("electric-locomotive energy " .. wagonData.wagon.energy) --inventory.clear() - local needsFuel = true - for name,count in pairs(inventory.get_contents()) do - needsFuel = false - end + local needsFuel = inventory.get_item_count() < 2 --clearInventory(wagonData.wagon, 1) if proxy.energy > 0 and needsFuel then diff -ru source/5dim_trains_3.0.0/prototypes/locomotive.lua modified/5dim_trains_3.0.0/prototypes/locomotive.lua --- source/5dim_trains_3.0.0/prototypes/locomotive.lua 2015-09-26 14:34:46.886165100 -0500 +++ modified/5dim_trains_3.0.0/prototypes/locomotive.lua 2016-04-24 18:15:59.331533600 -0500 @@ -17,7 +17,7 @@ icon = "__5dim_trains__/graphics/micoal.png", dark_background_icon = "__base__/graphics/icons/coal-dark-background.png", flags = {"goes-to-main-inventory"}, - fuel_value = "0.2MJ", + fuel_value = "0.1MJ", subgroup = "raw-material", order = "b[coal]", stack_size = 500
I will upload the mod today (i hope it) and i will add the new code, thanks you so much
Re: Bugs and problems
Getting an error when loading my save since I started using electric locomotives / power rails :
EDIT :
Preventing me from playing my game since I have no save before using electric trains.Error while running the event handler:
__5dim_trains___/control.lua:743: attempt to index field '?' (a nil value)
EDIT :
Exact same situation, and what you did worked for me too, thanks !Zolidus wrote:bitteeins wrote:hmm i seem to have this problem after using the electric trains... and using my autosaves... any idears ? i updated to the lasted version 3.0.0
My was woring fine i saved and quited the game with no issues, and the next day i also got this message out of nowhere (where running 2.2 before and tried with 3.0.0 without luck)
just to let the mod-dev know, found 2 errors in code.
In control.lua for trainmod.
line 734 is commented out when i guess it should have been 733.
and
(not sure) but the word "wadonData" is pressent when it should be "wagonData"
I changed these and my save now works again,
i'm sry for editing the file, but i wanted to play (Have no skills with lua just went for the line stated and had a look)
Be sure to correct me if i have destroyed anything with this.
-- And for ppl reading this. DON'T do this without Dev's input --
Hundreds hours of Factorio experience
Re: Bugs and problems
I edited my files as you have indicated, power rails are now working and so are electric trains. One thing though, it seems they are killing my fps. Since I replaced all my network with electric trains, I've been running 2 trains at all-time, and up to 7 at the same time, running 2 trains is ok and barely noticeable, but when more are running, I have stuttering and fps drop making the game annoying to play.Devious Null wrote:I have fixed three bugs in 5dim_trains version 3.0.0, and want to provide these fixes so that everyone can benefit from them.
The first is that powered rails often don't create invisible power poles when they are placed. I fixed this by adding a check for the specific rail entity types and fixing a typo in an entity name.The second is that curved-water rails can only be placed on water, but straight-power rails can be placed on both land and water. I fixed this by changing both the curved-water rail and the curved-energy-water rail prototypes to use the same collision mask as their straight versions.Code: Select all
diff -ru source/5dim_trains_3.0.0/control.lua modified/5dim_trains_3.0.0/control.lua --- source/5dim_trains_3.0.0/control.lua 2016-02-17 04:08:39.718891000 -0600 +++ modified/5dim_trains_3.0.0/control.lua 2016-04-24 18:13:13.285036300 -0500 @@ -127,7 +127,7 @@ addWagonToTable(global.wagonsData, event.created_entity) end - if event.created_entity.type == "rail" then + if event.created_entity.type == "rail" or event.created_entity.type == "straight-rail" or event.created_entity.type == "curved-rail" then -- local hasBeenDestroyed = false -- if colidesWithRail(event.created_entity.position) then -- debugLog("Found other rail. shit! Remove it before we kill the save!") @@ -160,7 +160,7 @@ addWagonToTable(global.wagonsData, event.created_entity) end - if event.created_entity.type == "rail" then + if event.created_entity.type == "rail" or event.created_entity.type == "straight-rail" or event.created_entity.type == "curved-rail" then -- local hasBeenDestroyed = false -- if colidesWithRail(event.created_entity.position) then -- debugLog("Found other rail. shit! Remove it before we kill the save!") @@ -406,7 +406,7 @@ elseif entity.name == "straight-power-rail" then positions[1] = {"electric-pole-rail", entity.position} - elseif entity.name == "5d-5d-curved-power-rail-water" then + elseif entity.name == "5d-curved-power-rail-water" then if entity.direction < 2 or (entity.direction > 3 and entity.direction < 6) then positions[1] = {"electric-pole-large-rail", {x=entity.position.x, y=entity.position.y + 2}} positions[2] = {"electric-pole-large-rail", {x=entity.position.x, y=entity.position.y - 2}}
The third is that, when using the electric locomotive and the Fat Controller mod (viewtopic.php?f=92&t=4504), the Fat Controller will repeatedly report electric locomotives as being out of fuel. I fixed this by making the electric locomotives add more fuel when they have only one item remaining, rather than when they run out completely.Code: Select all
diff -ru source/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua modified/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua --- source/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua 2016-03-08 06:33:43.936808600 -0600 +++ modified/5dim_trains_3.0.0/prototypes/rails-curve-energy-water.lua 2016-04-19 21:21:50.631221300 -0500 @@ -39,10 +39,10 @@ collision_box = {{-0.75, -0.65}, {0.75, 1.7}}, secondary_collision_box = {{-0.85, -2.6}, {0.85, 2.6}}, selection_box = {{-1.7, -0.8}, {1.7, 0.8}}, - collision_mask = {"ground-tile"}, bending_type = "turn", rail_category = "regular", pictures = railpictureswaterenergy({{"metals", "metals"}, {"backplates", "backplates"}, {"ties", "ties"}, {"stone_path", "stone-path"}}), - order = "za", + collision_mask = {"not-colliding-with-itself"}, + order = "z", }, }) \ No newline at end of file diff -ru source/5dim_trains_3.0.0/prototypes/rails-curve-water.lua modified/5dim_trains_3.0.0/prototypes/rails-curve-water.lua --- source/5dim_trains_3.0.0/prototypes/rails-curve-water.lua 2016-03-08 06:33:34.352475500 -0600 +++ modified/5dim_trains_3.0.0/prototypes/rails-curve-water.lua 2016-04-24 18:38:51.779033100 -0500 @@ -40,6 +40,6 @@ bending_type = "turn", rail_category = "regular", pictures = railpictureswater({{"metals", "metals"}, {"backplates", "backplates"}, {"ties", "ties"}, {"stone_path", "stone-path"}}), - collision_mask = {"ground-tile"} + collision_mask = {"not-colliding-with-itself"} }, }) \ No newline at end of file
If you have any questions about these patches, please feel free to ask.Code: Select all
diff -ru source/5dim_trains_3.0.0/control.lua modified/5dim_trains_3.0.0/control.lua --- source/5dim_trains_3.0.0/control.lua 2016-02-17 04:08:39.718891000 -0600 +++ modified/5dim_trains_3.0.0/control.lua 2016-04-24 18:17:39.620269800 -0500 @@ -948,10 +948,7 @@ --debugLog("electric-locomotive energy " .. wagonData.wagon.energy) --inventory.clear() - local needsFuel = true - for name,count in pairs(inventory.get_contents()) do - needsFuel = false - end + local needsFuel = inventory.get_item_count() < 2 --clearInventory(wagonData.wagon, 1) if proxy.energy > 0 and needsFuel then diff -ru source/5dim_trains_3.0.0/prototypes/locomotive.lua modified/5dim_trains_3.0.0/prototypes/locomotive.lua --- source/5dim_trains_3.0.0/prototypes/locomotive.lua 2015-09-26 14:34:46.886165100 -0500 +++ modified/5dim_trains_3.0.0/prototypes/locomotive.lua 2016-04-24 18:15:59.331533600 -0500 @@ -17,7 +17,7 @@ icon = "__5dim_trains__/graphics/micoal.png", dark_background_icon = "__base__/graphics/icons/coal-dark-background.png", flags = {"goes-to-main-inventory"}, - fuel_value = "0.2MJ", + fuel_value = "0.1MJ", subgroup = "raw-material", order = "b[coal]", stack_size = 500
By using the debug mode and checking show_time_used_percent, I noticed that in the 'Script update' stats, whatever these numbers mean, 'mod-5dim_trains' was by far the one with the biggest update value, while most mods have < 0.02, 5dim_trains has usually between 1.5 and 4 while running 2 trains, and easily above 5 when running 7 trains, which causes stuttering and fps drops ; one time the mod reached a value of 150, I was litteraly having 3fps instead of 60, and the value was only going up indefinitely, I kind of got rid of the problem by loading my oldest autosave.
I also noticed that the 'Electric network' can get to high values, which I supposed is caused by the fact that electric trains keep wiring themselves to rails while moving. But then why 5dim_trains use so much resources ? Is it because it keeps creating fuel for the locomotive ? Or some update on each tick for each train that is just too heavy ?
Did any of you guys ran into this problem ? I'm considering going back to vanilla trains and it won't be fun to replace all my rails
screenshots
Hundreds hours of Factorio experience
- Devious Null
- Burner Inserter
- Posts: 8
- Joined: Fri Apr 22, 2016 9:06 pm
- Contact:
Re: Bugs and problems
I didn't notice that in my game, but I can look into it. Could you please provide me with a zip'd copy of a save where the problem exists, your mods folder, and answers to the following questions:Bocator wrote:I edited my files as you have indicated, power rails are now working and so are electric trains. One thing though, it seems they are killing my fps. Since I replaced all my network with electric trains, I've been running 2 trains at all-time, and up to 7 at the same time, running 2 trains is ok and barely noticeable, but when more are running, I have stuttering and fps drop making the game annoying to play.
By using the debug mode and checking show_time_used_percent, I noticed that in the 'Script update' stats, whatever these numbers mean, 'mod-5dim_trains' was by far the one with the biggest update value, while most mods have < 0.02, 5dim_trains has usually between 1.5 and 4 while running 2 trains, and easily above 5 when running 7 trains, which causes stuttering and fps drops ; one time the mod reached a value of 150, I was litteraly having 3fps instead of 60, and the value was only going up indefinitely, I kind of got rid of the problem by loading my oldest autosave.
I also noticed that the 'Electric network' can get to high values, which I supposed is caused by the fact that electric trains keep wiring themselves to rails while moving. But then why 5dim_trains use so much resources ? Is it because it keeps creating fuel for the locomotive ? Or some update on each tick for each train that is just too heavy ?
Did any of you guys ran into this problem ? I'm considering going back to vanilla trains and it won't be fun to replace all my rails
What Factorio version are you running?
Were any 5dim mods added/removed/updated since the save was created (including the patches from my previous post)? What was changed?
Re: Bugs and problems
Hi,
1*
I'm the admin of a server...
When i arrived at the end of the map we start to have a lots of desync (sometimes the all server is in desync loop)
So i start to look for wich objet makes desync and i think it was when we placed Rocket launcher (+productivity modules ?)
Can you try to find why this desync troubles? (very annoying :/ )
2*
This error : Thanks
1*
I'm the admin of a server...
When i arrived at the end of the map we start to have a lots of desync (sometimes the all server is in desync loop)
So i start to look for wich objet makes desync and i think it was when we placed Rocket launcher (+productivity modules ?)
Can you try to find why this desync troubles? (very annoying :/ )
2*
This error : Thanks
Just a big fan of Factorio and all its mods