[0.12] Bugs, crashes & other issues

The raillayer; must have, if you want to play with railway.

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Rabid_mushroom
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Re: [0.11.11+] FARL 0.2.93 (Rail Layer)

Post by Rabid_mushroom »

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
Blackraz0r
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Re: [0.12] Bugs, crashes & other issues

Post by Blackraz0r »

Yeay :D
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Re: [0.12] Bugs, crashes & other issues

Post by DutchJer »

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

Post by Choumiko »

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 :
.
Found the issue: It appears to be a Factorio bug (yay :D ) 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.

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 :)
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Re: [0.11.11+] FARL 0.2.93 (Rail Layer)

Post by Choumiko »

Rabid_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
Fixed in https://github.com/Choumiko/FARL/releases/tag/v0.5.17
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Re: [0.12] Bugs, crashes & other issues

Post by BitterofBitters »

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.
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Re: [0.12] Bugs, crashes & other issues

Post by Choumiko »

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.
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.
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Re: [0.12] Bugs, crashes & other issues

Post by epitaph »

Farl is not consistent in laying out signals:

Image

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
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Re: [0.12] Bugs, crashes & other issues

Post by Choumiko »

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.
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Re: [0.12] Bugs, crashes & other issues

Post by epitaph »

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: Image

img2: Image

FARL settings: Image


Blueprint 1:

Code: Select all

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8bMIiwHM+ntfxJPL49IMGklG7Ekf2dtXm2kun3z74uOonZNOj9Nx6Qpm7jX7jb0ExxIBjZy8gz1y4/lq2Ts787QpV3tH1dvR9SUa5przO1zl2PLXOcYi0HjK
J0eywD7E2UJW3Nq1uErNUl2A9BOoeHRA9h9wyrS42QEAAA==
Blueprint 2:

Code: Select all

H4sIAAAAAAAA/42QwYqEMAyGX0U8t+LMjifpswydNmggplK7MIP47pui4K6MzF7aQ758fxIfCgrOUnE3M3DChDCZeWY7gCkf2GkgcCmi02MgKNUYJmECm/lp
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tRHSd+Ti3gL7H2SXpmOzAQAA
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Re: [0.12] Bugs, crashes & other issues

Post by enkindle »

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
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Re: [0.12] Bugs, crashes & other issues

Post by Choumiko »

Looks like you're not using the latest version, the line numbers don't make sense :)
https://github.com/Choumiko/FARL/releases/latest
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Re: [0.12] Bugs, crashes & other issues

Post by enkindle »

Looks like this is no longer an issue in this mod.
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Re: [0.12] Bugs, crashes & other issues

Post by Fart Cannon »

I'm getting this non-crash error when trying to press the settings button on the FARL GUI.

Image

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"
        }
    ]
}
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Re: [0.12] Bugs, crashes & other issues

Post by Choumiko »

Fart Cannon wrote:I'm getting this non-crash error when trying to press the settings button on the FARL GUI.
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.
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Re: [0.12] Bugs, crashes & other issues

Post by Fart Cannon »

Choumiko wrote:
Fart Cannon wrote:I'm getting this non-crash error when trying to press the settings button on the FARL GUI.
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.

It's doing this even with the multiplayer name set. This is the steam version.
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Re: [0.12] Bugs, crashes & other issues

Post by DutchJer »

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.
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Re: [0.12] Bugs, crashes & other issues

Post by Choumiko »

Fart Cannon wrote:It's doing this even with the multiplayer name set. This is the steam version.
DutchJer 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.
Should both be fixed in https://github.com/Choumiko/FARL/releases/tag/v0.5.21
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Re: [0.12] Bugs, crashes & other issues

Post by Fart Cannon »

Choumiko wrote:
Fart Cannon wrote:It's doing this even with the multiplayer name set. This is the steam version.
DutchJer 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.
Should both be fixed in https://github.com/Choumiko/FARL/releases/tag/v0.5.21
Works great, thank you!
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