[0.12] Bugs, crashes & other issues
Moderator: Choumiko
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Re: [0.11.11+] FARL 0.2.93 (Rail Layer)
I'm trying to use root mode but no matter what I do it comes up with an error for cant place track, or "Unexpected
error:__FARL__/FARL.lua:491: LuaEntity API call when LuaEntity was invalid." the former just deactivates the train, the latter removes a bunch of track behind it first
error:__FARL__/FARL.lua:491: LuaEntity API call when LuaEntity was invalid." the former just deactivates the train, the latter removes a bunch of track behind it first
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Re: [0.12] Bugs, crashes & other issues
i have anotherone for you choumiko, i have a correct blueprint setup. of the 4lane setup i made it puts the signals on the wrong side of the track that goes in the same direction as im laying the rails. so i get something like this :
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Re: [0.12] Bugs, crashes & other issues
Found the issue: It appears to be a Factorio bug (yay ) I'm willing to bet that you used ghost rail signal to create the blueprint? Looks like they use the direction data this way, and that's what i'm using to determine how they sould be placed.DutchJer wrote:i have anotherone for you choumiko, i have a correct blueprint setup. of the 4lane setup i made it puts the signals on the wrong side of the track that goes in the same direction as im laying the rails. so i get something like this :.
For now: use real signals in your blueprints until i work around that bug.
Edit: It's actually a bit different. Placing a ghost signal to a ghost rail doesn't adjust the direction for you, so you can place it in an invalid position. Don't use ghost rails then
Re: [0.11.11+] FARL 0.2.93 (Rail Layer)
Fixed in https://github.com/Choumiko/FARL/releases/tag/v0.5.17Rabid_mushroom wrote:I'm trying to use root mode but no matter what I do it comes up with an error for cant place track, or "Unexpected
error:__FARL__/FARL.lua:491: LuaEntity API call when LuaEntity was invalid." the former just deactivates the train, the latter removes a bunch of track behind it first
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Re: [0.12] Bugs, crashes & other issues
I have an error
Error__FARL__/FARL.lua:1601: attempt to index local 'rail' (a nil value)
I have the mod BridgeRailway_2.0.0 will that make this error flag I can remove it if it is.?
No other mod alters rails in anyway.?
Got around the error
Well got it to work seems the blueprint had a rail one block offset, so not parallel.
Also seems to not like more than one rail on a blueprint, even if in line with the others.
Error__FARL__/FARL.lua:1601: attempt to index local 'rail' (a nil value)
I have the mod BridgeRailway_2.0.0 will that make this error flag I can remove it if it is.?
No other mod alters rails in anyway.?
Got around the error
Well got it to work seems the blueprint had a rail one block offset, so not parallel.
Also seems to not like more than one rail on a blueprint, even if in line with the others.
Re: [0.12] Bugs, crashes & other issues
Sorry for the late reply, did you by any chance make the blueprints with the modded tracks? FARL only looks for the vanilla ones in blueprints, which would explain your issues.BitterofBitters wrote:I have an error
Error__FARL__/FARL.lua:1601: attempt to index local 'rail' (a nil value)
I have the mod BridgeRailway_2.0.0 will that make this error flag I can remove it if it is.?
No other mod alters rails in anyway.?
Got around the error
Well got it to work seems the blueprint had a rail one block offset, so not parallel.
Also seems to not like more than one rail on a blueprint, even if in line with the others.
Re: [0.12] Bugs, crashes & other issues
Farl is not consistent in laying out signals:
I am using the 8Ltrain fix mod (viewtopic.php?f=91&t=19458) so I'm not sure if that is affecting the fluctuations in distance between rail signals even though the setting is static
I am using the 8Ltrain fix mod (viewtopic.php?f=91&t=19458) so I'm not sure if that is affecting the fluctuations in distance between rail signals even though the setting is static
Re: [0.12] Bugs, crashes & other issues
By fluctuations you mean that their distance to the pole is different? That is by design, FARLs goal is that the distance between signals is constant. If you want it to align with the poles, setting the signal distance to 14 will do it i believe.
If you mean the signal to the right, that's probably due to the order FARL places things, i might have to change that.
If you mean the signal to the right, that's probably due to the order FARL places things, i might have to change that.
Re: [0.12] Bugs, crashes & other issues
I tested it further--laying new track is fine. It's during maintenance mode when the first FARL placed set of rail signals is 35 tiles away from the detected manually placed one (img1). The rest of the signals that FARL places after the first one behaves as expected (29 tiles apart) (img2):
img1:
img2:
FARL settings:
Blueprint 1:
Blueprint 2:
img1:
img2:
FARL settings:
Blueprint 1:
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Code: Select all
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Re: [0.12] Bugs, crashes & other issues
Should be fixed: viewtopic.php?f=61&t=13553&start=30#p141053
Thanks for the report
Thanks for the report
Re: [0.12] Bugs, crashes & other issues
I'm getting an error each time FARL tries to bulldoze stone tiles. Here's a screenshot of the error: https://i.gyazo.com/97c57ff0dd3314cfec0 ... 2eed12.png
It does actually take a column of the tiles out but then throws this error. The tiles were placed by hand after the rails went in place.
Edit: Heres a screenshot after repeatedly starting FARL and moving forward one block: https://i.gyazo.com/7d6d18e333dce0964f1 ... 3af15c.png
It does actually take a column of the tiles out but then throws this error. The tiles were placed by hand after the rails went in place.
Edit: Heres a screenshot after repeatedly starting FARL and moving forward one block: https://i.gyazo.com/7d6d18e333dce0964f1 ... 3af15c.png
Re: [0.12] Bugs, crashes & other issues
Looks like you're not using the latest version, the line numbers don't make sense
https://github.com/Choumiko/FARL/releases/latest
https://github.com/Choumiko/FARL/releases/latest
Re: [0.12] Bugs, crashes & other issues
Looks like this is no longer an issue in this mod.
- Fart Cannon
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Re: [0.12] Bugs, crashes & other issues
I'm getting this non-crash error when trying to press the settings button on the FARL GUI.
Mod list:
Mod list:
Code: Select all
{
"mods": [
{
"name": "base",
"enabled": "true"
},
{
"name": "advanced-logistics-system",
"enabled": "true"
},
{
"name": "FactorioBasics-Core",
"enabled": "true"
},
{
"name": "FactorioBasics-Equipment",
"enabled": "true"
},
{
"name": "FactorioBasics-Logistics",
"enabled": "true"
},
{
"name": "FactorioBasics-Machines",
"enabled": "true"
},
{
"name": "FactorioBasics-Power",
"enabled": "true"
},
{
"name": "FactorioBasics-Transport",
"enabled": "true"
},
{
"name": "FactorioBasics-Weaponry",
"enabled": "true"
},
{
"name": "FARL",
"enabled": "true"
},
{
"name": "KS_Power",
"enabled": "true"
},
{
"name": "Landfill",
"enabled": "true"
},
{
"name": "Orbital Ion Cannon",
"enabled": "true"
},
{
"name": "RailTanker",
"enabled": "true"
},
{
"name": "rso-mod",
"enabled": "true"
},
{
"name": "ScienceCostTweaker",
"enabled": "true"
},
{
"name": "SupremeWarfare",
"enabled": "true"
},
{
"name": "Treefarm-AC",
"enabled": "true"
},
{
"name": "Treefarm-Lite",
"enabled": "true"
}
]
}
Re: [0.12] Bugs, crashes & other issues
Hm interesting. Steamversion and you have no multiplayer name set i guess? I really should switch to saving settings by player index and not name.Fart Cannon wrote:I'm getting this non-crash error when trying to press the settings button on the FARL GUI.
- Fart Cannon
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Re: [0.12] Bugs, crashes & other issues
Choumiko wrote:Hm interesting. Steamversion and you have no multiplayer name set i guess? I really should switch to saving settings by player index and not name.Fart Cannon wrote:I'm getting this non-crash error when trying to press the settings button on the FARL GUI.
It's doing this even with the multiplayer name set. This is the steam version.
Re: [0.12] Bugs, crashes & other issues
might be a bug in farl, might be in concrete lamppost, but when farl picks up the concrete lampposts while in maintanance mode, the powerpoles picked up are just the later added lights. no texture or anything. just the light that is added later, i dont know exactly what it is.
Re: [0.12] Bugs, crashes & other issues
Fart Cannon wrote:It's doing this even with the multiplayer name set. This is the steam version.
Should both be fixed in https://github.com/Choumiko/FARL/releases/tag/v0.5.21DutchJer wrote:might be a bug in farl, might be in concrete lamppost, but when farl picks up the concrete lampposts while in maintanance mode, the powerpoles picked up are just the later added lights. no texture or anything. just the light that is added later, i dont know exactly what it is.
- Fart Cannon
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Re: [0.12] Bugs, crashes & other issues
Works great, thank you!Choumiko wrote:Fart Cannon wrote:It's doing this even with the multiplayer name set. This is the steam version.Should both be fixed in https://github.com/Choumiko/FARL/releases/tag/v0.5.21DutchJer wrote:might be a bug in farl, might be in concrete lamppost, but when farl picks up the concrete lampposts while in maintanance mode, the powerpoles picked up are just the later added lights. no texture or anything. just the light that is added later, i dont know exactly what it is.