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				Re: [0.12] Bugs, crashes & other issues
				Posted: Sun May 28, 2017 9:48 pm
				by Creat
				I can confirm the issue/conflict with petrochem reported above.
What I wanted to add is that it works fine with 1.0.8 so I have reverted to that for now at least.
			 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Mon May 29, 2017 8:47 am
				by Choumiko
				Should be fixed in FARL 1.0.10
1.0.9 was a bad bad release  

 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Fri Jun 09, 2017 2:05 am
				by TAT3R_
				Having an error with farl  
http://imgur.com/a/hzESA 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Fri Jun 09, 2017 8:55 am
				by Choumiko
				The problem is More Locomotives, FARL and the others are only shown because they touch/change some stuff that More Locomotives adds.
There has been an update to More Locomotives ~2 hours ago, my game loads fine with FARL and More Locomotives enabled.
			 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Mon Jul 03, 2017 7:05 pm
				by NeilN
				0.15.27 broke my FARL when loading a game. Probably this fix: 
viewtopic.php?t=50509 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Mon Jul 03, 2017 7:48 pm
				by puresilence2002
				Update 0.15.27 broke my FARL 1.1.3
Error message is:
Attempt to remote call outside of an event.
stack traceback: __FARL__/control.lua:598: in main chunk
			 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Mon Jul 03, 2017 8:37 pm
				by Choumiko
				fixed in the latest version on the mod portal
			 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Tue Jul 04, 2017 12:40 am
				by waduk
				Trying the Autopilot feature, then this happened :  
Then, after i exit the train, there is a ghost player (FARL player)
Also, on that loco, i use "Shuttle Train Lite mod" in equipment slot alongside with FARL. Could that be the case ?
 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Tue Jul 04, 2017 7:40 am
				by Choumiko
				waduk wrote:Then, after i exit the train, there is a ghost player (FARL player)
Also, on that loco, i use "Shuttle Train Lite mod" in equipment slot alongside with FARL. Could that be the case ?
Fixed in the last update.
Could have been 0.15.27 that broke it, got the same error without the shuttle mod. I'll probably release another one tomorrow that will get rid of the ghost players if an error happens. Should you end up with a ghost player again:
Move your mouse over the locomotive and use /c game.player.selected.driver.destroy() in the console. Or select the player (if it ends up outside of the locomotive) and do /c game.player.selected.destroy()
 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Tue Jul 04, 2017 10:12 am
				by waduk
				Thankfully just before i try the auto-pilot, i saved the game first.  
Thanks Choumiko.  good to know there's a command to get rid ghost player if it ever happen again (and no backup save)
			 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Tue Jul 04, 2017 11:59 am
				by puresilence2002
				puresilence2002 wrote:Update 0.15.27 broke my FARL 1.1.3
Error message is:
Attempt to remote call outside of an event.
stack traceback: __FARL__/control.lua:598: in main chunk
Just updated FARL. Still 1.1.3 but error is gone. Works like a charm. THX
 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Wed Jul 05, 2017 3:17 am
				by nucleargen
				Found missing locale key for Mirror concrete setting:
GUI.lua, line 355:
Code: Select all
            GUI.add(settings, {type="checkbox", name="mirrorConcrete", caption="Mirror concrete"}, "mirrorConcrete")
 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Wed Jul 05, 2017 2:05 pm
				by Choumiko
				Thanks, I will add it in the next update
			 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Wed Jul 05, 2017 7:19 pm
				by aroner
				Error while running event FARL::on_player_driving_changed_state (ID 26)
__FARL__/FARL.lua:276: attempt to compare nil with number
when i try to enter the train it gives me this error, am i doing something wrong?
 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Wed Jul 05, 2017 8:55 pm
				by Choumiko
				FARL requires at least Factorio 0.15.17. The error looks like your version is below that.
			 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Sat Jul 15, 2017 4:46 am
				by spitfire_23
				Hi, I'm getting this error in the 'remove stone' function with Factorio 15.30/FARL 1.1.6:
 
I get that error after a few seconds of driving with mostly default settings. Adding "if product.probability ~= nil" seems to fix it. Using Bob's Mods, Angel's Infinite Ores, few other mods.
 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Sat Jul 15, 2017 9:05 am
				by CookieSplat
				spitfire_23 wrote:Hi, I'm getting this error in the 'remove stone' function with Factorio 15.30/FARL 1.1.6:
 
I get that error after a few seconds of driving with mostly default settings. Adding "if product.probability ~= nil" seems to fix it. Using Bob's Mods, Angel's Infinite Ores, few other mods.
 
How exactly do you add that? Im getting the same error. Using RSO and Autofill.
 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Sat Jul 15, 2017 11:09 am
				by Choumiko
				Should be fixed in the latest version (1.1.7)
			 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Sat Jul 15, 2017 11:51 am
				by jeron_diovis
				It seems that it does not work with higher tiers poles (in my case, from bob's mod). I created blueprint with big pole MK3, loaded it to FARL, but it still places ghost of big pole MK1 and so can't build it.
			 
			
					
				Re: [0.12] Bugs, crashes & other issues
				Posted: Sat Jul 15, 2017 2:42 pm
				by Choumiko
				jeron_diovis wrote:It seems that it does not work with higher tiers poles (in my case, from bob's mod). I created blueprint with big pole MK3, loaded it to FARL, but it still places ghost of big pole MK1 and so can't build it.
Works for me on latest versions of mods + Factorio
Make sure that both blueprints (horizontal and diagonal) contain the Mk3 pole and that FARL prints something like below after reading the blueprints:
