Code: Select all
Error while running event on_tick (ID 0)
__creative-mode__/scripts/item-providers-util.lua:871: attempt to index field 'last_working_static_container' (a nil value)
Code: Select all
Error while running event on_tick (ID 0)
__creative-mode__/scripts/item-providers-util.lua:871: attempt to index field 'last_working_static_container' (a nil value)
Thanks for the food. I somehow triggered it by placing a Matter Void next to and facing a Matter Source.canidae wrote:Some food for the Mooncat:Happens when I rotate a Matter void to eat up items on a belt.Code: Select all
Error while running event on_tick (ID 0) __creative-mode__/scripts/item-providers-util.lua:871: attempt to index field 'last_working_static_container' (a nil value)
Sorry for the inconvenience. Yes, unexpected things are very likely to happen when there are too many mods running at the same time.Anson wrote:LOL ...
the following is a lesson to myself on what to assume and how to guess wildly where lag is produced.
it happened when using the creative passive provider chests ...
if you want to guess with me, read the first spoiler.
if you only want to see the solution, read the second spoiler.
creative passive provider chests and roboports create lag for methe reason is clear now but is there also a solutionmerry Xmas and a happy new year ... most of all health, and the rest will come by itself.
Hiding the menu seems like something only admins need after setting up a MP game.Mooncat wrote:I have a question in my mind for quite some time.... is it really useful to hide the Creative Mode menu?
As a note, the current behaviour is more like "Hide CM Menu" instead of "Disable", because CM is still functional. You just cant access the settings in menu. Existing CM entities/items are still working.
Should I just implement "Disable CM" (remove all event handlers and global data, but allow enabling it back later) and "Disable CM Permanently" ? This will disable all CM functionalities, but make the game more light weight.
Or should I keep "Hide CM Menu" as another option?
this mod is one of the most reliable mods that i have used so far. many other mods aren't behaving well, eg do a loop on all items in 100k chunks only once every 10 minutes, etc. you also took great care of handling your own special items, occasionally hiding them, etc. in contrast i just got another problem with two other mods where one was adding its own items only in the end so that other mods couldn't see them, resulting in a crash unless the second mod would declare specific dependencies. When i write my first mod (i already have lots of ideas :-) I'll probably be one such programmer too since I'm missing the practical experience with factorio mods.Mooncat wrote:Although CM is specialized for testing purpose but not normal gameplay, I still hope that it can bring no impact to the game if the mode is disabled. This will be the focus for the next update. So please feel free to share anything you think I can help on cooperating with other mods.
I would like to have two or a few presets. one of them would be to reset everything to the values that CM had at the start of the map (to start over after experimenting and messing up), a second would be my favorite settings for testing something (most of the time, this is only a set of at most 4 or 5 settings, like cheat mode, creative tools' recipes, instant research). setting some values to my own defaults also could replace several other mods like enable loaders, extend reach, etc. the latter option would also be useful when starting a new map, but i have no idea where/how to store such settings between saves or maps, if that would be possible at all.Optera wrote:Really disabling CM would make CM usable in megabases. ...
for a test I'd switch CM on do the testing and disable it afterwards.
It sounds reasonable. Since the admin page can already let admins hide the menu for other players by lowering their access right, I will leave it there and replace such option from initial popup by a true disable option.Optera wrote:Hiding the menu seems like something only admins need after setting up a MP game.
The performance issue may be hardware dependant. The high usage on CPU is real, so I will optimize it for sure.Optera wrote:Really disabling CM would make CM usable in megabases. For example I use only ~5 entities from the whole mod for testing my designs, passive electric void, duplicating chest, loader, void chest. So for a test I'd switch CM on do the testing and disable it afterwards.
Another option would be to add a toggle for which entities are available and all disabled entities are hidden and have their event handlers removed.
My first impression on LUA was: although it is easy to use, it is slow. (Can't expect too much from an interpreted language.) Therefore, I tried my best on optimization. It may be premature optimization in most of the time, but I know everyone will be happy once it is done.Anson wrote:this mod is one of the most reliable mods that i have used so far. many other mods aren't behaving well....
Sounds like I can put aside the wiki for some time. Good to know, so I can focus on the mod itself.Anson wrote:with all the additional functionality you have added during the last months, exploring this mod alone and how to use it best is already some interesting game by itself
Not a bug. The default settings allow creative wagons to contain hidden items while creative chests don't. You can change them in config.lua.Anson wrote:now for some real bug (or at least some strange mismatch)....
1. Yes, it can be added in the next update, as a follow-up popup after disabling CM.Anson wrote:I would like to have two or a few presets. one of them would be to reset everything to the values that CM had at the start of the map (to start over after experimenting and messing up), a second would be my favorite settings for testing something (most of the time, this is only a set of at most 4 or 5 settings, like cheat mode, creative tools' recipes, instant research). setting some values to my own defaults also could replace several other mods like enable loaders, extend reach, etc. the latter option would also be useful when starting a new map, but i have no idea where/how to store such settings between saves or maps, if that would be possible at all.
Use the magic wands. The red one can remove them quickly in alt-mode (with SHIFT), while the purple one provides more options in standard mode (without SHIFT).Anson wrote:edit: PS : how do i get rid of living turrets (worms) and enslaved watchposts (spawners) ?
i can't remove them with rightclick, and killing them is a lot of work since robots rebuild them unless i remove roboports in those areas first.
If you manage to have cargo wagons with personal roboports use the inventories of all wagons on the train instead of only the one where the roboport is installed you should make it a stand alone mod. That's a request I've seen pop up a lot ever since we can add grids to them.Mooncat wrote: The wagons are supposed to work with FARL. They were implemented according to a request on Mod Portal.
As for logistic wagons, I haven't tried adding grids and roboports into the wagons. But I don't think it will automatically turn the wagons into logistic wagons. Need test though. Can't promise.
Good to know that FARL also works with cheat_mode.Nexela wrote:Also with FARL. If cheat_mode is true FARL will build without any items. you can even build without any cargo wagons attached if you want!
You don't have to log in to download.kaleb_boren wrote:Can you post a link to download without the mod portal?
I have serious issues with logging in.
Thank You!!
You do have to be logged in to download.Optera wrote:You don't have to log in to download.kaleb_boren wrote:Can you post a link to download without the mod portal?
I have serious issues with logging in.
Thank You!!
This is the same error message I get when accidentally placing a matter void to void another matter void. Shouldn't ever be done, but if you misclick the game crashes with that same error. Not sure if they're related.Mooncat wrote:Thanks for the food. I somehow triggered it by placing a Matter Void next to and facing a Matter Source.canidae wrote:Some food for the Mooncat:Happens when I rotate a Matter void to eat up items on a belt.Code: Select all
Error while running event on_tick (ID 0) __creative-mode__/scripts/item-providers-util.lua:871: attempt to index field 'last_working_static_container' (a nil value)
It will be fixed in the next release.
well i bought the game from a different personNexela wrote:You do have to be logged in to download.Optera wrote:You don't have to log in to download.kaleb_boren wrote:Can you post a link to download without the mod portal?
I have serious issues with logging in.
Thank You!!
It uses your factorio.com login as well as requires having bought and linked the game in your factorio.com account.
If you bought the game on steam linking is really easy, if you bought it from humble or from factorio.com you should have received an email with a code to enter to upgrade your account.
If you are having troubles accessing or linking your account email support@factorio.com for help.
Sorry, no.kaleb_boren wrote:well i bought the game from a different person
so, i can't update my game...
all i was wondering if someone can post a dropbox link or something please
Yes, I can do that.Nexela wrote:feature request #23425625234
Add to the modifier wand entity details
read - unit_number (if exists)
read/write - backer_name (if exists)
read/write - health (if exists)Not needed I see the set to 1 option now
Thanks!!!!
I'm getting a tower defense minigame vibe from this.Mooncat wrote:For anyone who is wondering why I am so quiet lately:
Recently I am making a turret mod that introduces turrets to help you defence your factory by debuffing the enemies rather than directly dealing damage to them.
But the development is taking much more time than I expected. Making a fluid turret is very troublesome. Luckily, it is nearly finished. I want to release it ASAP so I can request artwork. Then I will have a one-week vacation (in Japan!) and then go back to CM. Hopefully I can release v0.2.6 before Factorio 0.15 come out.