Page 1 of 1
[1.1.107] LuaEntity
Posted: Tue Apr 23, 2024 4:20 pm
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
Re: [1.1.107] LuaEntity
Posted: Tue Apr 23, 2024 6:52 pm
by Bilka
Post a
https://wiki.factorio.com/Log_file from a session with the problem.
Re: [1.1.107] LuaEntity
Posted: Tue Apr 23, 2024 9:33 pm
by Galunoth
My *.log is too large for Pastebin...
I do not know how to do. I will keep my problem

Re: [1.1.107] LuaEntity
Posted: Tue Apr 23, 2024 10:16 pm
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)
Re: [1.1.107] LuaEntity
Posted: Tue Apr 23, 2024 10:54 pm
by Galunoth
Thanks for the advice. Good luck...
When I see all these lines, I understand absolutely nothing.
Re: [1.1.107] LuaEntity
Posted: Wed Apr 24, 2024 11:57 pm
by FuryoftheStars
Wow, posting from a computer today, my phone made that picture
huuuge. Sorry about that.
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.
