It's still there, even in your "release". The bug is in bobores/prototypes/sulfur.lua. Line 15 - it looks like you're missing a closing paren on that line - probably the tint. I appended an extra paren and it seems fine to me now. Possible that it doesn't happen more often because sulfur is off by default?bobingabout wrote:it doesn't look like it's missing to me...
I may not be completely objective, because I'm half asleep, but it looks there to me.
Bob mods for 0.12 General Topic.
Moderator: bobingabout
Re: Bob mods for 0.12
Re: Bob mods for 0.12
Minor bit of pedantry, but no-one else seems to have noticed it - it's warfare, not warefare. Been bugging me for a while, that one.
Re: Bob mods for 0.12
Hello,
first of all thanks for your time and efford Bob creating this amazing mod.
Since latest update I'm having following issue: Game tends to crash after I built Roboport Mk2 and logistic robots Mk2 do their stuff. I.e. Robots didn't bring me any requested goods, but were stuck in Roboport Mk2. When I tried to take them to my inv from port inf game crashed. Second was when I those were trying to bring me stuff. I couldn't reproduce it to pinpoint what triggers it, seems to be random, but related to those two Mk2 robots and port. Hadn't notice that issue when I used Roboport Mk1 and Mk2 robots.
Here are the last two logs:
first of all thanks for your time and efford Bob creating this amazing mod.
Since latest update I'm having following issue: Game tends to crash after I built Roboport Mk2 and logistic robots Mk2 do their stuff. I.e. Robots didn't bring me any requested goods, but were stuck in Roboport Mk2. When I tried to take them to my inv from port inf game crashed. Second was when I those were trying to bring me stuff. I couldn't reproduce it to pinpoint what triggers it, seems to be random, but related to those two Mk2 robots and port. Hadn't notice that issue when I used Roboport Mk1 and Mk2 robots.
Here are the last two logs:
Code: Select all
0.001 2015-07-23 02:09:20; Factorio 0.12.0 (Build 103, win64)
0.001 Operating system: Windows 7 Service Pack 1
0.001 Read data path: D:/games/Factorio/data
0.001 Write data path: C:/Users/skynet/AppData/Roaming/Factorio
0.001 Binaries path: D:/games/Factorio/bin
0.520 Initialised Direct3D: NVIDIA GeForce GTX 670; driver: nvd3dumx.dll 9.18.13.5012
0.585 Graphics options: [FullScreen: true] [VSync: true] [UIScale: 100%] [MultiSampling: X 8] [Graphics quality: normal] [Video memory usage: all]
0.645 Loading mod core 0.0.0 (data.lua)
0.647 Loading mod base 0.12.0 (data.lua)
0.721 Loading mod Landfill 2.1.5 (data.lua)
0.762 Loading mod Larger Inventory 1.0.0 (data.lua)
0.797 Loading mod bobenemies 0.12.0 (data.lua)
0.835 Loading mod bobores 0.12.0 (data.lua)
0.883 Loading mod bobtech 0.12.0 (data.lua)
0.925 Loading mod bobplates 0.12.0 (data.lua)
0.982 Loading mod bobassembly 0.12.0 (data.lua)
1.035 Loading mod bobelecoveride 0.12.0 (data.lua)
1.083 Loading mod boblogistics 0.12.0 (data.lua)
1.161 Loading mod bobmodules 0.12.0 (data.lua)
1.232 Loading mod bobpower 0.12.0 (data.lua)
1.302 Loading mod bobwarfare 0.12.0 (data.lua)
1.399 Loading mod bobenemies 0.12.0 (data-updates.lua)
1.478 Loading mod bobores 0.12.0 (data-updates.lua)
1.561 Loading mod bobplates 0.12.0 (data-updates.lua)
1.650 Loading mod bobassembly 0.12.0 (data-updates.lua)
1.724 Loading mod bobelecoveride 0.12.0 (data-updates.lua)
1.803 Loading mod boblogistics 0.12.0 (data-updates.lua)
1.892 Loading mod bobwarfare 0.12.0 (data-updates.lua)
1.983 Loading mod bobelecoveride 0.12.0 (data-final-fixes.lua)
2.943 Initial atlas bitmap size is 16384
2.946 Created atlas bitmap 16384x7998
10.696 Factorio initialised
14.614 Loading map C:/Users\skynet\AppData\Roaming\Factorio\saves\new06.zip
14.639 Info Scenario.cpp:160: Map version 0.12.0-36
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\temp\factorio-5829127a\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\temp\factorio-5829127a\src\util\logger.cpp (283): Logger::writeStacktrace
c:\temp\factorio-5829127a\src\util\logger.cpp (337): Logger::logStacktrace
c:\temp\factorio-5829127a\src\util\crashhandler.cpp (79): CrashHandler::writeStackTrace
c:\temp\factorio-5829127a\src\util\crashhandler.cpp (88): CrashHandler::SehHandler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0000000076F59490)
0000000076F59490 (kernel32): (filename not available): UnhandledExceptionFilter
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00000000771743B8)
00000000771743B8 (ntdll): (filename not available): MD5Final
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00000000770F85A8)
00000000770F85A8 (ntdll): (filename not available): _C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0000000077109D0D)
0000000077109D0D (ntdll): (filename not available): RtlDecodePointer
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00000000770F91AF)
00000000770F91AF (ntdll): (filename not available): RtlUnwindEx
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0000000077131278)
0000000077131278 (ntdll): (filename not available): KiUserExceptionDispatcher
c:\temp\factorio-5829127a\src\logistics\logisticnetwork.cpp (446): LogisticNetwork::dispatchRobot
c:\temp\factorio-5829127a\src\logistics\logisticnetwork.cpp (557): LogisticNetwork::fillRequesters
c:\temp\factorio-5829127a\src\logistics\logisticnetwork.cpp (340): LogisticNetwork::update
c:\temp\factorio-5829127a\src\force\forcedata.cpp (267): ForceData::update
c:\temp\factorio-5829127a\src\map\map.cpp (900): Map::update
c:\temp\factorio-5829127a\src\game.cpp (135): Game::update
c:\temp\factorio-5829127a\src\scenario\scenario.cpp (736): Scenario::update
c:\temp\factorio-5829127a\src\mainloop.cpp (250): MainLoop::gameUpdateStep
c:\temp\factorio-5829127a\src\mainloop.cpp (351): MainLoop::updateLoop
c:\boost_1_58_0\boost\function\function_template.hpp (160): boost::detail::function::void_function_obj_invoker0<boost::_bi::bind_t<void,void (__cdecl*)(ThreadBarrier * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,bool * __ptr64,bool),boost::_bi::list5<boost::_bi::value<ThreadBarrier * __ptr64>,boost::_bi::value<boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64>,boost::_bi::value<boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64>,boost::_bi::value<bool * __ptr64>,boost::_bi::value<bool> > >,void>::invoke
c:\temp\factorio-5829127a\src\util\thread.cpp (34): Thread::loop
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000000013FC8B163)
000000013FC8B163 (Factorio): (filename not available): boost::`anonymous namespace'::thread_start_function
f:\dd\vctools\crt\crtw32\startup\threadex.c (376): _callthreadstartex
f:\dd\vctools\crt\crtw32\startup\threadex.c (354): _threadstartex
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0000000076ED652D)
0000000076ED652D (kernel32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000000007710C521)
000000007710C521 (ntdll): (filename not available): RtlUserThreadStart
5839.123 Error Util.cpp:45: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.
Code: Select all
0.001 2015-07-23 14:39:05; Factorio 0.12.0 (Build 103, win64)
0.001 Operating system: Windows 7 Service Pack 1
0.001 Read data path: D:/games/Factorio/data
0.001 Write data path: C:/Users/skynet/AppData/Roaming/Factorio
0.001 Binaries path: D:/games/Factorio/bin
0.356 Initialised Direct3D: NVIDIA GeForce GTX 670; driver: nvd3dumx.dll 9.18.13.5012
0.422 Graphics options: [FullScreen: true] [VSync: true] [UIScale: 100%] [MultiSampling: X 8] [Graphics quality: normal] [Video memory usage: all]
0.485 Loading mod core 0.0.0 (data.lua)
0.490 Loading mod base 0.12.0 (data.lua)
0.590 Loading mod Landfill 2.1.5 (data.lua)
0.626 Loading mod Larger Inventory 1.0.0 (data.lua)
0.661 Loading mod bobenemies 0.12.0 (data.lua)
0.701 Loading mod bobores 0.12.0 (data.lua)
0.756 Loading mod bobtech 0.12.0 (data.lua)
0.799 Loading mod bobplates 0.12.0 (data.lua)
0.866 Loading mod bobassembly 0.12.0 (data.lua)
0.919 Loading mod bobelecoveride 0.12.0 (data.lua)
0.967 Loading mod boblogistics 0.12.0 (data.lua)
1.051 Loading mod bobmodules 0.12.0 (data.lua)
1.127 Loading mod bobpower 0.12.0 (data.lua)
1.199 Loading mod bobwarfare 0.12.0 (data.lua)
1.316 Loading mod bobenemies 0.12.0 (data-updates.lua)
1.388 Loading mod bobores 0.12.0 (data-updates.lua)
1.466 Loading mod bobplates 0.12.0 (data-updates.lua)
1.557 Loading mod bobassembly 0.12.0 (data-updates.lua)
1.630 Loading mod bobelecoveride 0.12.0 (data-updates.lua)
1.706 Loading mod boblogistics 0.12.0 (data-updates.lua)
1.789 Loading mod bobwarfare 0.12.0 (data-updates.lua)
1.880 Loading mod bobelecoveride 0.12.0 (data-final-fixes.lua)
2.849 Initial atlas bitmap size is 16384
2.851 Created atlas bitmap 16384x7998
11.731 Factorio initialised
93.364 Loading map C:/Users\skynet\AppData\Roaming\Factorio\saves\_autosave1.zip
93.391 Info Scenario.cpp:160: Map version 0.12.0-36
579.308 Verbose Scenario.cpp:529: Saving game as C:/Users\skynet\AppData\Roaming\Factorio\saves/new07
1295.211 Verbose Scenario.cpp:529: Saving game as C:/Users\skynet\AppData\Roaming\Factorio\saves/_autosave2
1926.829 Verbose Scenario.cpp:529: Saving game as C:/Users\skynet\AppData\Roaming\Factorio\saves/_autosave3
2142.005 Verbose Scenario.cpp:529: Saving game as C:/Users\skynet\AppData\Roaming\Factorio\saves/new08_crash
2757.359 Verbose Scenario.cpp:529: Saving game as C:/Users\skynet\AppData\Roaming\Factorio\saves/_autosave1
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\temp\factorio-5829127a\libraries\stackwalker\stackwalker.cpp (923): StackWalker::ShowCallstack
c:\temp\factorio-5829127a\src\util\logger.cpp (283): Logger::writeStacktrace
c:\temp\factorio-5829127a\src\util\logger.cpp (337): Logger::logStacktrace
c:\temp\factorio-5829127a\src\util\crashhandler.cpp (79): CrashHandler::writeStackTrace
c:\temp\factorio-5829127a\src\util\crashhandler.cpp (88): CrashHandler::SehHandler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0000000077999490)
0000000077999490 (kernel32): (filename not available): UnhandledExceptionFilter
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0000000077BB43B8)
0000000077BB43B8 (ntdll): (filename not available): MD5Final
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0000000077B385A8)
0000000077B385A8 (ntdll): (filename not available): _C_specific_handler
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0000000077B49D0D)
0000000077B49D0D (ntdll): (filename not available): RtlDecodePointer
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0000000077B391AF)
0000000077B391AF (ntdll): (filename not available): RtlUnwindEx
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0000000077B71278)
0000000077B71278 (ntdll): (filename not available): KiUserExceptionDispatcher
c:\temp\factorio-5829127a\src\logistics\logisticnetwork.cpp (446): LogisticNetwork::dispatchRobot
c:\temp\factorio-5829127a\src\logistics\logisticnetwork.cpp (557): LogisticNetwork::fillRequesters
c:\temp\factorio-5829127a\src\logistics\logisticnetwork.cpp (340): LogisticNetwork::update
c:\temp\factorio-5829127a\src\force\forcedata.cpp (267): ForceData::update
c:\temp\factorio-5829127a\src\map\map.cpp (900): Map::update
c:\temp\factorio-5829127a\src\game.cpp (135): Game::update
c:\temp\factorio-5829127a\src\scenario\scenario.cpp (736): Scenario::update
c:\temp\factorio-5829127a\src\mainloop.cpp (250): MainLoop::gameUpdateStep
c:\temp\factorio-5829127a\src\mainloop.cpp (351): MainLoop::updateLoop
c:\boost_1_58_0\boost\function\function_template.hpp (160): boost::detail::function::void_function_obj_invoker0<boost::_bi::bind_t<void,void (__cdecl*)(ThreadBarrier * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64,bool * __ptr64,bool),boost::_bi::list5<boost::_bi::value<ThreadBarrier * __ptr64>,boost::_bi::value<boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64>,boost::_bi::value<boost::chrono::time_point<boost::chrono::steady_clock,boost::chrono::duration<__int64,boost::ratio<1,1000000000> > > * __ptr64>,boost::_bi::value<bool * __ptr64>,boost::_bi::value<bool> > >,void>::invoke
c:\temp\factorio-5829127a\src\util\thread.cpp (34): Thread::loop
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000000013F89B163)
000000013F89B163 (Factorio): (filename not available): boost::`anonymous namespace'::thread_start_function
f:\dd\vctools\crt\crtw32\startup\threadex.c (376): _callthreadstartex
f:\dd\vctools\crt\crtw32\startup\threadex.c (354): _threadstartex
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 000000007791652D)
000000007791652D (kernel32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 0000000077B4C521)
0000000077B4C521 (ntdll): (filename not available): RtlUserThreadStart
3346.875 Error Util.cpp:45: Unexpected error occurred. You can help us to solve the problem by posting the contents of the log file on the Factorio forums.
Re: Bob mods for 0.12
Anyone else noticed that mining drills cost nothing to upgrade to higher marks with latest update?
Also pumpjacks. I don't see new axes.
Friend found out that this is missing:
if bobmods.mining.MiningDrills == true then
require("prototypes.drill-recipe-updates")
end
if bobmods.mining.AreaDrills == true then
require("prototypes.areadrill-recipe-updates")
end
if bobmods.mining.Pumpjacks == true then
require("prototypes.pumpjack-recipe-updates")
end
if bobmods.mining.MiningAxes == true then
require("prototypes.axe-updates")
end
Also pumpjacks. I don't see new axes.
Friend found out that this is missing:
if bobmods.mining.MiningDrills == true then
require("prototypes.drill-recipe-updates")
end
if bobmods.mining.AreaDrills == true then
require("prototypes.areadrill-recipe-updates")
end
if bobmods.mining.Pumpjacks == true then
require("prototypes.pumpjack-recipe-updates")
end
if bobmods.mining.MiningAxes == true then
require("prototypes.axe-updates")
end
Last edited by cpy on Thu Jul 23, 2015 4:31 pm, edited 1 time in total.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Bob mods for 0.12
Phooey, the release version of bobmining has a clone of bobores data-updates file in it, instead of the one that should be there.cpy wrote:Anyone else noticed that mining drills cost nothing to upgrade to higher marks with latest update?
Also pumpjacks. I don't see new axes.
I'll fix and re-upload it.
Re: Bob mods for 0.12
That was fast. You should play some games with us, we play your mod mostly (but edited modules for less OP effect)
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Bob mods for 0.12
Done. And I just uploaded a fixed Bobores mod too. well, Bob ores with that extra } on line 15 of sulfur.lua.
You wouldn't be the only people who want me to play factorio with them. I don't mean to be rude, but I really don't have the time right now, it's been tough enough finding the time to work on the mods for these updates.
You wouldn't be the only people who want me to play factorio with them. I don't mean to be rude, but I really don't have the time right now, it's been tough enough finding the time to work on the mods for these updates.
Re: Bob mods for 0.12
Sure, well if you're bored one day just let us know.
Re: Bob mods for 0.12
Thank you for your awesome mod. I'm really enjoying the puzzling to get all those new recipes working efficiently.bobingabout wrote:Done. And I just uploaded a fixed Bobores mod too. well, Bob ores with that extra } on line 15 of sulfur.lua.
You wouldn't be the only people who want me to play factorio with them. I don't mean to be rude, but I really don't have the time right now, it's been tough enough finding the time to work on the mods for these updates.
I have a question though, in the centralized topic with the download links, could you put a last updated date, per mod? That would make it a lot easier to see which module was updated and has to be re-downloaded
Re: Bob mods for 0.12
Hey bobingabout
It looks like your fix for bobmining is incomplete. There's a migration script that seems to reactivate the mining equipment (and reset the recipes) - migrations/bobores_0.12.0.lua, but it's currently in bobores.
I moved it to bobmining and renamed it to bobmining_0.12.0.lua, and the recipes and tools are back to normal again. Hope this helps!
It looks like your fix for bobmining is incomplete. There's a migration script that seems to reactivate the mining equipment (and reset the recipes) - migrations/bobores_0.12.0.lua, but it's currently in bobores.
I moved it to bobmining and renamed it to bobmining_0.12.0.lua, and the recipes and tools are back to normal again. Hope this helps!
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Bob mods for 0.12
Bah, I split those 2 mods while I was tired. I've re-uploaded them again. and plates too I added a recipe for more heavy oil processing.
Re: Bob mods for 0.12
Is there a reason Cobalt ore is disable in every way by default?
bobmods.ores.EnableNickelOre=false
bobmods.ores.EnableCobaltOre=false
bobmods.ores.NickelGivesCobalt=false
bobmods.ores.EnableNickelOre=false
bobmods.ores.EnableCobaltOre=false
bobmods.ores.NickelGivesCobalt=false
-
- Fast Inserter
- Posts: 124
- Joined: Fri May 22, 2015 3:31 pm
- Contact:
Re: Bob mods for 0.12
There is a copper smelting recipe that yields cobalt oxide, so you don't actually need the ore. I tend to ship copper ore to my battery factories instead of plates, and just produce them on-site. The use ratio of lithium batteries to normal will almost use up all of the copper plates produced that way.starxplor wrote:Is there a reason Cobalt ore is disable in every way by default?
bobmods.ores.EnableNickelOre=false
bobmods.ores.EnableCobaltOre=false
bobmods.ores.NickelGivesCobalt=false
Re: Bob mods for 0.12
Bob is great,
He makes his mod top rate!
He makes his mod top rate!
Re: Bob mods for 0.12
bobingabout wrote:Bah, I split those 2 mods while I was tired. I've re-uploaded them again. and plates too I added a recipe for more heavy oil processing.
Where are the new versions? Are they beta still? I really need an updated bobslogistics.
- Buggi -
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Bob mods for 0.12
they are here https://forums.factorio.com/forum/vie ... 51&t=13919Buggi wrote:bobingabout wrote:Bah, I split those 2 mods while I was tired. I've re-uploaded them again. and plates too I added a recipe for more heavy oil processing.
Where are the new versions? Are they beta still? I really need an updated bobslogistics.
Re: Bob mods for 0.12
Fun fact, build solar panels accumulators electrolyzers and make solid fuel out of hydrogen from water, 2.5MW power use can produce enough solid fuel for 25MW on steam engines mk2 + boilers mk2. Enjoy troll physics. No modules!
Re: Bob mods for 0.12
maybe solid fuel from H2 should use 100x more gass then it uses now =)
played a bit the new version, no blue science yet - only problem i saw was with the higher levels of miners, which is allready fixed.
most annoying thing is harvesting wood. maybe change ratios? - however i just started using syn. wood.
i do not realy see the point in having syn. wood and normal wood. why not just call it wood, and bypass the crafting issue, as well as the need to change recepts.
played a bit the new version, no blue science yet - only problem i saw was with the higher levels of miners, which is allready fixed.
most annoying thing is harvesting wood. maybe change ratios? - however i just started using syn. wood.
i do not realy see the point in having syn. wood and normal wood. why not just call it wood, and bypass the crafting issue, as well as the need to change recepts.
Re: Bob mods for 0.12
Electrolysis process is pretty effective in real life, the only way to balance this is to increase hydrogen cost 12x and allow only pollution cleaning modules inside and no eff, speed or prod modules. Simple, other than that it's a damn good free fuel.
Re: Bob mods for 0.12
Yeah, hydrogen to solid fuel is one of those things that's fine right up until modules are introduced, and then balance just goes to hell. S'why I avoid that recipe entirely.