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Re: Error updating mod for Factorio 2.0
Posted: Thu Nov 14, 2024 4:49 pm
by Xorimuth
BlueTemplar wrote: Thu Nov 14, 2024 11:34 am
P.S.: It's also isn't the official Discord (thankfully), and the way they have just decreed themselves to be «the» Factorio Discord chatroom (rather than «[insert group's name here]'s Discord chatroom» or something) is unseemly.
(I heard the founders are the moderators of «the» Factorio subreddit ? — same issue here BTW.)
Sorry, yes you are right, I should have said "the main Factorio discord". The discord and the subreddit are solely community run and Wube employees have no moderation say in either. (And yes, the discord originated from the subreddit, has overlap in moderators, and was at one point known as the '/r/factorio discord server').
However, they are both linked from the homepage of factorio.com and on
https://factorio.com/support/contact:
Some of the team members also browse and comment on the Unofficial /r/factorio Subreddit and /r/factorio Discord server.
Wube staff regularly interact on them, they have developer flairs, and they run bots which automatically post update announcements and things to both.
Re: Error updating mod for Factorio 2.0
Posted: Thu Nov 14, 2024 5:07 pm
by BlueTemplar
Thanks, also I forgot to add about this :
And for something like porting mods from 1.1 to 2.0, I don’t think anyone will care to trawl through some handholding on this topic in 5 years time…
It's also for people trying to update them
right now (or in these next few weeks) — in case Keysivi would have agreed to be taken through those many subsequent steps that have been hinted at, and did it here, this would also have helped other potential beginning modders with similar issues that might have stumbled on this discussion.
Re: Error updating mod for Factorio 2.0
Posted: Sat Dec 14, 2024 11:51 am
by Keysivi
I tried to return to the reanimation of this mod but reached the point where the brain is completely dislocated:
Here is the first error:
Code: Select all
The mod The Ruins Mod (1.1.6) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event AbandonedRuins::on_tick (ID 0)
Unknown collision-layer name: item-layer
stack traceback:
[C]: in function 'count_tiles_filtered'
__AbandonedRuins__/spawning.lua:152: in function 'clear_area'
__AbandonedRuins__/spawning.lua:175: in function 'spawn_ruin'
__AbandonedRuins__/spawning.lua:189: in function 'spawn_random_ruin'
__AbandonedRuins__/control.lua:58: in function <__AbandonedRuins__/control.lua:53>
He complains about this:
Code: Select all
local function clear_area(half_size, center, surface)
local area = util.area_from_center_and_half_size(half_size, center)
-- exclude tiles that we shouldn't spawn on
if surface.count_tiles_filtered{ area = area, limit = 1, collision_mask = {"item-layer", "object-layer"} } == 1 then
return false
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = {"resource"}, invert = true})) do
if (entity.valid and entity.type ~= "tree") or math.random() < (half_size / 14) then
entity.destroy({do_cliff_correction = true, raise_destroy = true})
end
end
return true
end
Here is the fix:
Code: Select all
local function clear_area(half_size, center, surface)
local area = util.area_from_center_and_half_size(half_size, center)
-- exclude tiles that we shouldn't spawn on
if surface.count_tiles_filtered{ area = area, limit = 1, collision_mask = {layers = {item = true, object = true}} } == 1 then
return false
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = {"resource"}, invert = true})) do
if (entity.valid and entity.type ~= "tree") or math.random() < (half_size / 14) then
entity.destroy({do_cliff_correction = true, raise_destroy = true})
end
end
return true
end
Second error:
Code: Select all
The mod The Ruins Mod (1.1.6) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event AbandonedRuins::on_tick (ID 0)
Invalid CollisionLayerIdentification: expected LuaCollisionLayerPrototype or string.
stack traceback:
[C]: in function 'count_tiles_filtered'
__AbandonedRuins__/spawning.lua:152: in function 'clear_area'
__AbandonedRuins__/spawning.lua:170: in function 'spawn_ruin'
__AbandonedRuins__/spawning.lua:184: in function 'spawn_random_ruin'
__AbandonedRuins__/control.lua:58: in function <__AbandonedRuins__/control.lua:53>
What am I doing wrong?!!!
