[1.1.107] LuaEntity

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Galunoth
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[1.1.107] LuaEntity

Post by Galunoth »

Hello everyone

I'm encountering a small bug that doesn't interfere with the gameplay but I would like to know how to resolve it.
When I create a scenario via a backup my dialog box displays: LuaEntity API call when LuaEntity was invalid..

Can anyone help me? For information, I am a novice and I do not understand English well (Google translate helps me a lot); I am French and I don't know any French-speaking forums

Thank you for your help
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Re: [1.1.107] LuaEntity

Post by Bilka »

Post a https://wiki.factorio.com/Log_file from a session with the problem.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
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Galunoth
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Re: [1.1.107] LuaEntity

Post by Galunoth »

My *.log is too large for Pastebin...

I do not know how to do. I will keep my problem :?
FuryoftheStars
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Re: [1.1.107] LuaEntity

Post by FuryoftheStars »

Galunoth wrote: Tue Apr 23, 2024 9:33 pm My *.log is too large for Pastebin...

I do not know how to do. I will keep my problem :?
Post it to the forums.

(Picture from a phone)
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Galunoth
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Re: [1.1.107] LuaEntity

Post by Galunoth »

Thanks for the advice. Good luck...

When I see all these lines, I understand absolutely nothing.
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Re: [1.1.107] LuaEntity

Post by FuryoftheStars »

Wow, posting from a computer today, my phone made that picture huuuge. Sorry about that. :P

Looking at your log file, I don't see that line anywhere in it. In fact, there's only one line with the word "Error" in it, and it had something to do with an invalid keybind. A lot of that log file is noise from mods, though I see a lot of references to "Verbose" in there, so I wonder if you have Verbose logging enabled?

Regardless, based on the error you mentioned and the presence of all of those mods, I'd suspect it's a mod conflicting with the conversion process. The only way I know to figure this out (unless you get a log with better details or someone else knows something better) would be to recommend doing the same thing as with regular mod troubleshooting - disabling half the mods at a time and proceeding with a smaller and smaller subset - but with the added step of creating a save at each step to try converting. Of course, I suppose that all depends on how much work you're willing to put into this. :lol:
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
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