[MOD 0.12.x] Autofill
Re: [MOD 0.12.x] Autofill
I will have some time to fix this soon, in the meantime it should work if you remove autofill, save the game, then re-add autofill
Re: [MOD 0.12.x] Autofill
Sadly this is no longer working?!
10.172 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running on_init: __autofill__/stdlib/event/event.lua:163: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value)"
Factorio 0.16.7 (thats the error on the server)
10.172 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running on_init: __autofill__/stdlib/event/event.lua:163: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value)"
Factorio 0.16.7 (thats the error on the server)
Re: [MOD 0.12.x] Autofill
I have been busy at work still hoping to get around to fixing this very soon. Sorry for the wait!
Re: [MOD 0.12.x] Autofill
AH okay, np. I just wondered bc it said it was updated for .16 but didnt work.
Re: [MOD 0.12.x] Autofill
Just to let you know, this does not work.Nexela wrote:I will have some time to fix this soon, in the meantime it should work if you remove autofill, save the game, then re-add autofill
Love ths mod by the way, and look forward to being able to use it again , but I know how RL obligations can be, so will be patient.
Re: [MOD 0.12.x] Autofill
Yeah, the error i got was when i first installed this mod. (after some long time)
But get error when the server starts. Then i removed it and later i tried again, same error.
But get error when the server starts. Then i removed it and later i tried again, same error.
Re: [MOD 0.12.x] Autofill
I am making progress!!!! However my day off got cancelled so not a lot of progress.
If I can't get it fixed this weekend I will probably just port the last .15 version over (instead of the re-write) since it should be fairly trivial
If I can't get it fixed this weekend I will probably just port the last .15 version over (instead of the re-write) since it should be fairly trivial
Re: [MOD 0.12.x] Autofill
Any new update on when you might update the mod??Nexela wrote:I am making progress!!!! However my day off got cancelled so not a lot of progress.
If I can't get it fixed this weekend I will probably just port the last .15 version over (instead of the re-write) since it should be fairly trivial
Re: [MOD 0.12.x] Autofill
Can you replace the uses of player.get_inventory with player.get_quickbar and player.get_inventory so the mod works as intended in god mode as well?
Context is this thread: viewtopic.php?p=336804#p336804
Context is this thread: viewtopic.php?p=336804#p336804
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Re: [MOD 0.12.x] Autofill
Hi.
I tried to pause Autofill (using Control + ALT + P) and doesn't work any suggestions?
Ty
I tried to pause Autofill (using Control + ALT + P) and doesn't work any suggestions?
Ty
Re: [MOD 0.12.x] Autofill
Lots of things are currently still broken and on my too fix list as soon as time permits!
Re: [MOD 0.12.x] Autofill
Hi, I can't install this mod, the error says that in on_init your sets.lua attempts to index global.forces which is initialized only later in Force.Init() but moving Force.Init up calls "additional_data" method which needs sets.
It's not a migration.
It's not a migration.
Re: [MOD 0.12.x] Autofill
It is a lack of time / still broken kind of thing.
Re: [MOD 0.12.x] Autofill
I somehow managed to fix it, I think the sequence is commenting those on_load lines in sets.lua, loading save where mod was not previously installed (now works until save/load), then saving, disabling mod, loading, saving, uncommenting lines, enabling mod, loading (now works forever).
Re: [MOD 0.12.x] Autofill
Can't reproduce. I think I must wait for repair.wvlad wrote:I somehow managed to fix it, I think the sequence is commenting those on_load lines in sets.lua, loading save where mod was not previously installed (now works until save/load), then saving, disabling mod, loading, saving, uncommenting lines, enabling mod, loading (now works forever).
Re: [MOD 0.12.x] Autofill
Any updates?
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Re: [MOD 0.12.x] Autofill
Bug report:
With my new mod Stationary Fusion Reactors i get an error printed to the game/console every time i place a reactor (electric-energy-interface) in the world (only the last line is repeated every time).
With my new mod Stationary Fusion Reactors i get an error printed to the game/console every time i place a reactor (electric-energy-interface) in the world (only the last line is repeated every time).
Code: Select all
27.675 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value)
27.941 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/changes.lua:34: bad argument #0 to 'log' (Wrong number of arguments.)
27.942 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/sets.lua:73: attempt to index field 'forces' (a nil value)
29.840 Script @__autofill__/stdlib/event/event.lua:160: __autofill__/autofill/autofill.lua:51: attempt to index local 'pdata' (a nil value)
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Re: [MOD 0.12.x] Autofill
Hey Nexela, since the update might take a little more time, is there a fix I can do by myself? Since just re-installing the mod didn't work for me either!
If it's too complicated to explain to a layman, I will just be patient instead.
If it's too complicated to explain to a layman, I will just be patient instead.
Re: [MOD 0.12.x] Autofill
For a simple fix updating the .15 version to work in .16 might be the best bet. It should be fairly trivial... but don't quote me on that.
Re: [MOD 0.12.x] Autofill
I get this error with 1.16
__autofill__/autofill/sets.lua:51: attempt to index local 'pdata' (a nil value)
__autofill__/autofill/sets.lua:51: attempt to index local 'pdata' (a nil value)