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Re: Bug Reports

Posted: Sat Mar 05, 2016 6:00 pm
by Albin00
everytime i try to put a germling into the field this message shows up
Error while running the event handler: __Treefarm-Lite__/control.lua:383: attempt to index field '?' (a nil value)
I can still be in the same world but i can't use the mod. This is very saddening because of the tree producing, myself hate too break down all the trees and then find new ones.

I hoped you fix it :D :) :mrgreen: :(

Re: Bug Reports

Posted: Wed Mar 09, 2016 2:22 pm
by Blu3wolf
Which version of Treefarm, which version of Factorio?

Re: Bug Reports

Posted: Sat Apr 02, 2016 11:40 am
by Blu3wolf
PiggyWhiskey wrote:
bobingabout wrote:I fixed it myself if anyone is interested.
sinp
ooh thanks bob.


Another Bug Report.
When robots place a Tree Farm Mk2 it causes a crash to desktop referencing Attempting to index nil.
I think it was code to account for multiplayer (control.lua:196 - local player = game.players[event.player_index])
In single player it doesn't allow indexed players that I could tell.

This mod seems to be dead. Owner hasn't posted since July 29th.

Anyone have any ideas?


Edit: Also happens when bots attempt to fill a MK2 field.
control.lua:383 attempt to index field '?' (a nil value) "if global.tf.seedPrototypes[seedType].efficiency[currentTilename] == nil then"

This stuff is getting well beyond me. I'm hopeless coding unless I can step through it.

Looks like I need to get rid of TreeFarm or stick to MK1's perhaps.
Fixed the first one. I think I might have fixed the second one? I did a fix, but havent tested it properly as yet. Can find it here: https://github.com/Blu3wolf/Treefarm-Lite/releases

Hope that helps!

Re: Bug Reports

Posted: Sat Apr 02, 2016 6:41 pm
by Unrated
Treefarm-Lite__/control.lua:573: LuaEntity API call when LuaEntity was invalid.

CTD

Three farms producing with germlings. It looks like possibly that it is happening when trees are going from medium to large.

Treefarm Lite Version 0.3.4

Factorio version 0.12.29

Mods:
Advanced Logistics
Autofill
Bob's Mods Suite
EvoGUI
FARL
Fluid Barrel
Initial Scan
Larger Inventory
Rail Tanker
RSO
Smart Trains
TheFatController
Tree Collision
YARM

Re: Bug Reports

Posted: Sun Apr 03, 2016 8:25 am
by MiniMe943
treefarm_error.png
treefarm_error.png (182.27 KiB) Viewed 7717 times
Getting this error on 12.29 whenever a mature alien tree is automatically selected for deconstruction.

EDIT: Using Treefarm-AC_0.2.3, AlienPlant_0.2.0, and Lite_0.3.1

EDIT, EDIT: Realized I'm using a horribly out of date version of Treefarm, will wait for 0.3.5. :lol:

Re: Bug Reports

Posted: Sun Apr 03, 2016 9:07 am
by Blu3wolf
Thanks for the reports guys, I really appreciate them!

Can I get folks to include the version number they were using, of both factorio and the Treefarm mods as well, when you post? Thanks!

Also please note that 0.3.4 is best not used at all right now, it would be better to wait for 0.3.5 due to some awkward bugs.

Re: Bug Reports

Posted: Sun Apr 03, 2016 7:20 pm
by Unrated
Edited my comment with the version number.

Factorio version 0.12.29

Also, put the report on GitHub.

I noticed that the version was pre-released. Reverted back to the previous release, and don't have issues now.

Re: Bug Reports

Posted: Mon Apr 04, 2016 12:27 pm
by Blu3wolf
Unrated wrote:Edited my comment with the version number.

Factorio version 0.12.29

Also, put the report on GitHub.

I noticed that the version was pre-released. Reverted back to the previous release, and don't have issues now.
Ive gone a step further, and removed the release entirely, due to the game breaking bugs in it. Thanks for putting the report on Github!

0.3.5 is now up, and does not have this game breaking bug any more. As usual, you can download it from the Releases page on Github: https://github.com/Blu3wolf/Treefarm-Lite/releases

Cheers for waiting!

Re: Bug Reports

Posted: Tue Apr 05, 2016 5:27 am
by MiniMe943
Blu3wolf wrote: 0.3.5 is now up, and does not have this game breaking bug any more. As usual, you can download it from the Releases page on Github: https://github.com/Blu3wolf/Treefarm-Lite/releases

Cheers for waiting!
Fantastisch, keep up the great work. This is one of the first mods I ever downloaded for Factorio way back in the day and I'm glad that someone's keeping it alive. :D

Re: Bug Reports

Posted: Wed Apr 13, 2016 5:01 pm
by Qon
I can't uninstall this mod. If I try to disable or remove lite and AC or just AC I get an error message preventing me from loading my save file. The performance problems forced be to remove all treefarm items and without them I would like to remove the mod from my savefile. Error mesage attached.

Re: Bug Reports

Posted: Thu Apr 14, 2016 3:10 am
by Blu3wolf
Id suggest showing that error message to the developer for the autofill mod, to see if they can identify the error.

Re: Bug Reports

Posted: Thu Apr 14, 2016 3:15 am
by Qon
Oh you are right, that is an autofill error message. I thought it was weird that treefarm wasn't even mentioned if it had problems migrating treefarm items. Forgot that autofill is the name of a mod I have installed. Thanks q:

Re: Bug Reports

Posted: Thu May 05, 2016 9:11 am
by Redstylt
This error :
bugcaffeine.PNG
bugcaffeine.PNG (1.14 MiB) Viewed 7969 times
With this mod list :
modlist2.PNG
modlist2.PNG (51.25 KiB) Viewed 7969 times

Re: Bug Reports

Posted: Thu May 05, 2016 11:34 am
by Blu3wolf
Update to 0.5.0 and let me know if that fixes it.

https://github.com/Blu3wolf/Treefarm-Caffeine/releases

Re: Bug Reports

Posted: Mon May 16, 2016 10:41 am
by Pandemoneus
New bug report: In Treefarm-Lite version 0.4.0, when you place a tree farm (MK1) in an invalid location, you no longer get the error message, instead it just disappears and is lost.

Re: Bug Reports

Posted: Tue May 17, 2016 1:19 am
by Blu3wolf
It should just be dropped on the ground rather than lost. Will see about adding the error message back.

Re: Bug Reports

Posted: Wed May 18, 2016 6:23 pm
by michael-68438
Wow, I was so excited to see the rewrite in 0.4.0! "Tested with 2500 farms" - finally. Many thanks for working on this!

Sadly, my ability to stumble into mod bugs continues. I updated from 0.3.7 to 0.4.0 and my average fps/ups dropped from 37 to 8. The game is a slideshow now. When I hit the F5 button, it seems the tree farm lite script is taking between 80 to 110 ms per frame...? Oddly, lua garbage collection repeatedly fluctuates from 2.9 ms to 4.2 ms. It's as if the tree farm script is stuck repeatedly doing some expensive operations, like allocating and deallocating game objects and/or containers.

I found that one of my tree farm outposts was backed up; all the farms (mk1's) in this outpost were stuck with 49 pieces of wood in their inventory and nowhere to go with it. (I expected the script for that farm would just "go to sleep" for a short time when it's full of wood...) Plopping a bunch of chests and inserters to drain all the wood from the system seems to be improving things. After a few minutes max fps/ups has increased from 9 to 11 and the script update time has dropped from 80-110 to 69-102 ms.

Have you tested the mod with the farms backed up with wood? Seems like that could easily happen if a player gets stuck working on other things for a while.

EDIT: After I drained all the farm mk1's of wood, performance eventually stabilized. Average fps/ups is around 45 (in 0.4.0) now, up from 37 (in 0.3.7).

Re: Bug Reports

Posted: Wed May 18, 2016 6:42 pm
by Rseding91
michael-68438 wrote:Wow, I was so excited to see the rewrite in 0.4.0! "Tested with 2500 farms" - finally. Many thanks for working on this!
Tested with the robot tree farms not the other garbage ones :P I told him to just delete the other ones but I guess that didn't happen.

Re: Bug Reports

Posted: Thu May 19, 2016 8:05 am
by Kami
Soon as a Treefarm grows to max and chest is full, FPS dies. SS attached.
https://gyazo.com/89a07fb8a7d3ed3ee7fbc10bf118adc6
https://gyazo.com/f452be2dabdb85bed4bdbb3ed6e65189
https://gyazo.com/6e18b2678a6fd24b709e4f67b8017540

Confirming what @michael-68438 said.

Solved by adding a smart network to only allow the farms to grow when less then 5000 wood exists in the chest above.
https://gyazo.com/817461d86e30c59df00198a08936b655

Re: Bug Reports

Posted: Fri May 20, 2016 12:09 am
by Blu3wolf
Rseding91 wrote:
michael-68438 wrote:Wow, I was so excited to see the rewrite in 0.4.0! "Tested with 2500 farms" - finally. Many thanks for working on this!
Tested with the robot tree farms not the other garbage ones :P I told him to just delete the other ones but I guess that didn't happen.
This is an interesting thing really. The robot treefarms make more sense in terms of Factorio. The basic fields are relatively easy to make and too simple to operate, with the mk2 version having the limitation of needing drones to work.

I am thinking that for my own personal game, the basic fields perhaps do not have a place in the future.