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Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Sat Oct 31, 2015 10:25 pm
by rasser0759
Choumiko wrote:New version:
The Fat Controller 0.3.15
- fix typo, preventing unlocking after research
If you already have rail-signals (not rail
s-signals

) researched and the button shows up there's no need to update.
rasser0759 wrote:Hi when i try to run Factorio, i get this error "(player): using axially_symmetrical with just 1 direction"
I hope someone can help me out with this

What Factorio/FatController version? Or delete the FatController zip/folder and try again, if it still shows the error without it then it's something else
I say thank you for the update

it was all that i needed.
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Sun Nov 01, 2015 2:39 am
by Boogieman14
Choumiko wrote:Scans for trains when TFC get's added to a save or updated from older versions.
Using 0.3.15, this doesn't appear to work completely yet. I just had a train that I had set to wait forever on condition empty using SmartTrains, and it only got added after that condition was met and the train started moving
If it's relevant, I upgraded from 0.3.14 where I ran into the unlock problem, so it wasn't active yet. To troubleshoot that, I did a save without the mod and then re-added 0.3.14, which obviously didn't fix it because 0.3.15 did.

I started the game with a version before that, probably 0.3.11 as I don't have 12 or 13 on my PC.
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Sun Nov 01, 2015 1:12 pm
by Choumiko
Boogieman14 wrote:If it's relevant, I upgraded from 0.3.14 where I ran into the unlock problem, so it wasn't active yet.
That's probably it, the code from 0.3.15 looks like this
Code: Select all
if not oldVersion or oldVersion < "0.3.14" then
findTrains()
end
So another typo/oversight

I'll hold of with another update (to many small ones for my taste lately).
If you (or anyone else) has a lot of stopped/manual controlled trains and want them to show up in TFC, just disable it, load+save, reenable and load. Should work then. For later versions it will work as advertised.
Edit: In case you update a save where you are remote controlling a train and can't switch back:
https://forums.factorio.com/forum/vie ... 52#p115852
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Wed Nov 11, 2015 8:14 pm
by Thomasnotused
Enabling TFC (0.3.15) causes stuttering when fast-replacing transport belts, disabling solves issue completely. Any clue on why it does that?
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Wed Nov 11, 2015 10:47 pm
by Choumiko
SuicidalKid wrote:Enabling TFC (0.3.15) causes stuttering when fast-replacing transport belts, disabling solves issue completely. Any clue on why it does that?
(Probably) fixed if you use
https://raw.githubusercontent.com/Choum ... ontrol.lua as the control.lua for The Fat Controller.
If it's fixed: There was an event when an entity died/was mined that wasn't filtered to the types TFC would care about and so got run way too often. I guess you have quite a lot of trains? Fast replacing would cause it to be even worse, since that's a very quick way to mine a item.
Will make a proper release some time soon.
This control.lua should also swap players back to their real character when updating from versions < 0.3.14. If you want to be real safe: Don't upgrade a save where you are remote controlling a train

Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Thu Nov 12, 2015 1:49 am
by Thomasnotused
Choumiko wrote:
(Probably) fixed if you use
https://raw.githubusercontent.com/Choum ... ontrol.lua as the control.lua for The Fat Controller.
If it's fixed: There was an event when an entity died/was mined that wasn't filtered to the types TFC would care about and so got run way too often. I guess you have quite a lot of trains? Fast replacing would cause it to be even worse, since that's a very quick way to mine a item.
Will make a proper release some time soon.
This control.lua should also swap players back to their real character when updating from versions < 0.3.14. If you want to be real safe: Don't upgrade a save where you are remote controlling a train

Using that control.lua completely fixed the issue, yay for no more stutters! Now back to adding another 15 trains to the network

Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Fri Nov 13, 2015 11:35 pm
by Choumiko
New version:
The Fat Controller 0.3.16
- min Factorio 0.12.17
- display localised name of liquids (railtanker)
- follow last carriage if train is moving backwards (double headers)
- fixed stuttering with lots of trains when fast replacing belts
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Tue Nov 24, 2015 12:40 am
by SaxonHammer
Code: Select all
Error while running the event handler: __TheFatController__/control.lua:295: attempt to index field 'guiSettings' (a nil value)
Hi - Just got the above message - I have version 0.12.18 running - the message occurs when trying to load a game.
You can start a new game without this error.
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Thu Nov 26, 2015 10:59 am
by Choumiko
New version:
The Fat Controller 0.3.17
- updated for Factorio 0.12.19 (only necessary for multiplayer saves)
Note: For multiplayer: I think it's safest to only leave the game when not remote controlling a train. Not 100% sure what happens when that train get's destroyed/mined while the player is offline
SaxonHammer wrote:Code: Select all
Error while running the event handler: __TheFatController__/control.lua:295: attempt to index field 'guiSettings' (a nil value)
Hi - Just got the above message - I have version 0.12.18 running - the message occurs when trying to load a game.
You can start a new game without this error.
What FatController version? 0.3.16 doesn't even try to access the field on that line

Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Tue Dec 01, 2015 11:36 pm
by SaxonHammer
SaxonHammer wrote:Code: Select all
Error while running the event handler: __TheFatController__/control.lua:295: attempt to index field 'guiSettings' (a nil value)
Hi - Just got the above message - I have version 0.12.18 running - the message occurs when trying to load a game.
You can start a new game without this error.
Fixed when I updated to new version of your mod and Factorio
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Tue Dec 08, 2015 5:28 pm
by wormmus
Works for 12.20. Thanks so much!
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Wed Dec 09, 2015 2:10 pm
by CLBB
I get this error when I try to load a game with v3.15
Uknown key: "Error while running the on_intit:
__TheFatController__/control.lua: 160: User isn't connected; can't read character"
Any idea ?
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Wed Dec 09, 2015 4:11 pm
by Henkdohm
asdf
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Sun Dec 13, 2015 3:12 pm
by Venom
im also getting the same error message...im running a server.bat on another cpu and I get this error...I can get it to work in other saves...
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Wed Dec 16, 2015 10:00 pm
by Choumiko
Have you guys tried the latest version:
https://github.com/Choumiko/TheFatContr ... ag/v0.3.17 ? Should work with it, since there where changes in Factorio 012.19 that needed fixing.
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Wed Dec 16, 2015 10:13 pm
by pnlarsson
Hi,
with 0.3.17 I get: Unknown key:"Error while running the on_init: __TheFatController__/control.lua:149: Unknown style fatcontroller_thin_flow" when loading a save
/niklas
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Fri Dec 18, 2015 4:49 am
by antisocialian
Hi, thanx for the mod

I'm using the 0.3.17 version and I'm getting the error
Code: Select all
_ _ TheFatController _ _/control.lua:210: LuaGuiElement API call when LuaGuiElement was invalid.
I had had a game that was singleplayer, then I loaded it as mutiplayer, then I went back to singleplayer and I was having issues with another mod(PersonalRoboportFix) so I ran the command
and now this message is just spammed constantly.
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Sat Dec 19, 2015 5:02 pm
by Choumiko
New version:
The Fat Controller 0.3.18
- added command to remove invalid player data: /c remote.call("fat", "remove_invalid_players")
- min. Factorio version is 0.12.20
antisocialian wrote:Hi, thanx for the mod

I'm using the 0.3.17 version and I'm getting the error
Code: Select all
_ _ TheFatController _ _/control.lua:210: LuaGuiElement API call when LuaGuiElement was invalid.
I had had a game that was singleplayer, then I loaded it as mutiplayer, then I went back to singleplayer and I was having issues with another mod(PersonalRoboportFix) so I ran the command
and now this message is just spammed constantly.
Try the above command in the console, should be fixed then. If it fails, disable FAT, load the save, save it, enable FAT, load the save and it should work again
pnlarsson wrote:Hi,
with 0.3.17 I get: Unknown key:"Error while running the on_init: __TheFatController__/control.lua:149: Unknown style fatcontroller_thin_flow" when loading a save
/niklas
This sounds like you'll have to extract the zip.
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Sat Dec 19, 2015 7:41 pm
by antisocialian
Ty saving without and reloading with the new version worked! You're a lifesaver, I wouldn't be able to continue my Youtube series with the way it had been going

Re: [MOD 0.12.x] The Fat Controller. Remote train management
Posted: Thu Dec 31, 2015 2:17 am
by judos
First: Great mod! I love it.
Now the bad news

When using the smarter Circuit mod (see
https://forums.factorio.com/forum/vie ... er+circuit) I get an error when starting a new game. I found out:
Code: Select all
function init()
...
if global.gateforce == nil then
global.gateforce = game.create_force("gate")
end
end
For some reason the actuator part creates a force during the on_init and on_load and your mod receives the event of this but you receive the event before your mod was initialized.
So:
Code: Select all
local function init_force(force)
global.trainsByForce[force.name] = global.trainsByForce[force.name] or {}
...
end
This crashes because the global.trainsByForce is nil.
I believe something like this might help: (At least that fixed the problem for me)
Code: Select all
local function init_force(force)
init_global()
global.trainsByForce[force.name] = global.trainsByForce[force.name] or {}
...
end
Thanks for keeping us up to date, also on the remote locations of our trains
