Re: pY Alien Life - Discussion
Posted: Wed Mar 18, 2020 12:26 am
I just updated to the latest versions of every PyMod. All of the science pack recipes have disappeared! 

They're made in a new building. I think it's called the research center.The_Ferret wrote: Wed Mar 18, 2020 12:26 am I just updated to the latest versions of every PyMod. All of the science pack recipes have disappeared!![]()
That's not how factorio loading works at all. It reads threw each mod one at a time and loads everything in it before moving on to the next one. Mods get completly reloaded every time you start the game.mrbaggins wrote: Wed Mar 18, 2020 12:08 amHow can having them removed result in them "already being loaded"? I mean, the first run would be slower as it removes them, but every run after that isn't going to put them in to take them out...mrbaggins wrote: Mon Mar 16, 2020 10:34 amno. they are very few compared to the total and they are already loaded so all removing them would do is add extra stuff to process which would just increase the insignificant amount of time they add to the loading process. even if i removed every unneeded recipe and item you wouldnt save any time as loading it in is one process and removing it is a separate process.kingarthur wrote: Sun Mar 15, 2020 12:09 pm It suggests though that now there is a LOT of recipes kept but disabled in various parts. These are going to be a huge burder on load times aren't they?
It would have been courteous to have communicated this and other recent recipe/building changes in the changelog. I seem to be spending more time debugging why things have stopped production because of this, rather than actually concentrating on the game.Pridesfall wrote: Wed Mar 18, 2020 12:44 amThey're made in a new building. I think it's called the research center.The_Ferret wrote: Wed Mar 18, 2020 12:26 am I just updated to the latest versions of every PyMod. All of the science pack recipes have disappeared!![]()
Pyaliens is already planned but isnt done. That was just a very early screenshot from a test and a wiki is planned but I've got a few things im working on currently before I get to thatHetakin wrote: Thu Mar 19, 2020 3:36 pm Hi,
I just discovered Pyanodon mod series for a couple of weeks and I found the concept absolutely amazing. Howerver, i'm trying it for few days and I have two problems. I didn't found any alien life as presented in this screen :
I didn't found any alien in the map in sandbox mode so I think there is not. Py alien could be the best mod of this game if it could add alternative alien life and factions Other races with other behaviors (passives, agressive, solitary alien, predator, fearful,... etc.) I think it could be amazing if you could add this features (I want to kill vraug on the map haha)
My second problem is that Pyanodon series is really really to complex in particular for a french speaking guys like me. I'm not a beginner in this game but there is no explanation, no descritpion of the constructions, of the interest of new ressources. There is a lot of possibilities and you never know how to optimize. We don't need solutions but a few tracks could help to plan the factory developpment. This mod would be perfect if it was more accessible, understandable.
That s why it could be very interesting to create an in-game wiki like in Krastorio 2
So in conclusion :
- COuld you create a in game wiki ?
- Could you add a mod to put your aliens in the map ass new race ?
I hope you will be interested in developing these two aspects. Th for your work and be happy![]()
And what exactly are you basing that information on?immortal_sniper1 wrote: Thu Mar 19, 2020 4:59 pm there is a wiki in the works but it is not public atm and it is sorta semi outdated atm
me working in the past on it , after i got access to itkingarthur wrote: Thu Mar 19, 2020 5:11 pmAnd what exactly are you basing that information on?immortal_sniper1 wrote: Thu Mar 19, 2020 4:59 pm there is a wiki in the works but it is not public atm and it is sorta semi outdated atm
Code: Select all
220.601 Info AppManager.cpp:297: Saving to _autosave2 (blocking).
222.689 Error FluidBoxManager.cpp:524: Faulty fluidBox: 0x000001ef3cb85bb0, owner=compost-plant-mk01, position={10.5000000000, -220.5000000000}, bitmask=12288
222.689 Include minidump in crash report.
Factorio crashed. Generating symbolized stacktrace, please wait ...
c:\cygwin64\tmp\factorio-build-dedxzt\src\fluid\fluidboxmanager.cpp (526): FluidBoxManager::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\entity\craftingmachine.cpp (545): CraftingMachine::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\entity\furnace.cpp (646): Furnace::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\surface\chunk.cpp (95): Chunk::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\surface\surface.cpp (895): Surface::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\map\map.cpp (1511): Map::save
c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\scenario.cpp (1001): Scenario::saveMap
c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\scenario.cpp (897): Scenario::saveAs
c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\parallelscenariosaver.cpp (99): ParallelScenarioSaver::doSave
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl RouterBase::*)(void),ServerRouter *>,std::default_delete<std::tuple<void (__cdecl RouterBase::*)(void),ServerRouter *> > > >::_Go
c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (209): std::_Pad::_Call_func
minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)>
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBD8667BD4)
00007FFBD8667BD4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBDA42CED1)
00007FFBDA42CED1 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
225.198 Error FluidBoxManager.cpp:526: fluidBox->isInFluidManager() was not true
Logger::writeStacktrace skipped.
225.198 Error CrashHandler.cpp:190: Map tick at moment of crash: 11160001
225.198 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
237.931 Uploading log file
237.950 Error CrashHandler.cpp:258: Heap validation: success.
237.952 Creating crash dump.
238.257 CrashDump success
Code: Select all
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBD8667BD4)
00007FFBD8667BD4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBDA42CED1)
00007FFBDA42CED1 (ntdll): (filename not available): RtlUserThreadStart
Stack trace logging done
138.916 Error FluidBoxManager.cpp:569: this->doneSetup was not true
Logger::writeStacktrace skipped.
138.916 Error CrashHandler.cpp:190: Map tick at moment of crash: 11155245
138.916 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums.
Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash.
145.962 Uploading log file
145.978 Error CrashHandler.cpp:258: Heap validation: success.
145.980 Creating crash dump.
146.217 CrashDump success
That seems more like a factorio bug than pyal. The composter is just a furnace type entity with nothing special about it that should break a fluid boxrazahin wrote: Tue Mar 24, 2020 8:50 pm A new bug was introduced with the latest update. When the game is saving the client crashes. The logs point to a problem with the new compost machines I had working on my save.
Here are the last few lines
Code: Select all
220.601 Info AppManager.cpp:297: Saving to _autosave2 (blocking). 222.689 Error FluidBoxManager.cpp:524: Faulty fluidBox: 0x000001ef3cb85bb0, owner=compost-plant-mk01, position={10.5000000000, -220.5000000000}, bitmask=12288 222.689 Include minidump in crash report. Factorio crashed. Generating symbolized stacktrace, please wait ... c:\cygwin64\tmp\factorio-build-dedxzt\src\fluid\fluidboxmanager.cpp (526): FluidBoxManager::save c:\cygwin64\tmp\factorio-build-dedxzt\src\entity\craftingmachine.cpp (545): CraftingMachine::save c:\cygwin64\tmp\factorio-build-dedxzt\src\entity\furnace.cpp (646): Furnace::save c:\cygwin64\tmp\factorio-build-dedxzt\src\surface\chunk.cpp (95): Chunk::save c:\cygwin64\tmp\factorio-build-dedxzt\src\surface\surface.cpp (895): Surface::save c:\cygwin64\tmp\factorio-build-dedxzt\src\map\map.cpp (1511): Map::save c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\scenario.cpp (1001): Scenario::saveMap c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\scenario.cpp (897): Scenario::saveAs c:\cygwin64\tmp\factorio-build-dedxzt\src\scenario\parallelscenariosaver.cpp (99): ParallelScenarioSaver::doSave c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (230): std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl RouterBase::*)(void),ServerRouter *>,std::default_delete<std::tuple<void (__cdecl RouterBase::*)(void),ServerRouter *> > > >::_Go c:\program files (x86)\microsoft visual studio\2017\buildtools\vc\tools\msvc\14.15.26726\include\thr\xthread (209): std::_Pad::_Call_func minkernel\crts\ucrt\src\appcrt\startup\thread.cpp (115): thread_start<unsigned int (__cdecl*)(void * __ptr64)> ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBD8667BD4) 00007FFBD8667BD4 (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFBDA42CED1) 00007FFBDA42CED1 (ntdll): (filename not available): RtlUserThreadStart Stack trace logging done 225.198 Error FluidBoxManager.cpp:526: fluidBox->isInFluidManager() was not true Logger::writeStacktrace skipped. 225.198 Error CrashHandler.cpp:190: Map tick at moment of crash: 11160001 225.198 Error Util.cpp:97: Unexpected error occurred. If you're running the latest version of the game you can help us solve the problem by posting the contents of the log file on the Factorio forums. Please also include the save file(s), any mods you may be using, and any steps you know of to reproduce the crash. 237.931 Uploading log file 237.950 Error CrashHandler.cpp:258: Heap validation: success. 237.952 Creating crash dump. 238.257 CrashDump success
It is limited to the composter as far as I can tell. Attempting to remove it also crashes the game. This only started happening after the most recent update.kingarthur wrote: Tue Mar 24, 2020 8:55 pm That seems more like a factorio bug than pyal. The composter is just a furnace type entity with nothing special about it that should break a fluid box
Ok. Even more this seems like a factorio bug and I would recommend making a bug report to the devs. We've not done anything with the composter that should be causing anything like this. I dont know what's wrong with it. As the fluidbox itself is messed up.razahin wrote: Tue Mar 24, 2020 9:02 pmIt is limited to the composter as far as I can tell. Attempting to remove it also crashes the game. This only started happening after the most recent update.kingarthur wrote: Tue Mar 24, 2020 8:55 pm That seems more like a factorio bug than pyal. The composter is just a furnace type entity with nothing special about it that should break a fluid box
it did not. there is no release between when it was made and now where the inputs was changedrazahin wrote: Tue Mar 24, 2020 9:39 pm Well changing the 0.0 to -2.0 removing the existing entities. Saving, changing it back to 0.0 and reloading the game seems to have resolved the issue. The compost machines can be placed and removed without issues.
I can only speculate since I don't have much information but IF the input position got changed in the recent update, it might have broken the existing entities on a save.
Hopefully this helps anyone else if they run into the issue.
I see, it was a guess anyway so no harm done. Hopefully I was the only one having issues.kingarthur wrote: Tue Mar 24, 2020 9:46 pm it did not. there is no release between when it was made and now where the inputs was changed
No, you were not the only one.razahin wrote: Tue Mar 24, 2020 10:13 pmI see, it was a guess anyway so no harm done. Hopefully I was the only one having issues.kingarthur wrote: Tue Mar 24, 2020 9:46 pm it did not. there is no release between when it was made and now where the inputs was changed
By the way, thanks a ton for considering the latex question from my other thread. Its definitely a quality of life improvement. As always, thanks for all your hard work.