[0.12] Bugs, crashes & other issues

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Creat
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Re: [0.12] Bugs, crashes & other issues

Post 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.
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Re: [0.12] Bugs, crashes & other issues

Post by Choumiko »

Should be fixed in FARL 1.0.10

1.0.9 was a bad bad release :roll:
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Re: [0.12] Bugs, crashes & other issues

Post by TAT3R_ »

Having an error with farl http://imgur.com/a/hzESA
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Re: [0.12] Bugs, crashes & other issues

Post 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.
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Re: [0.12] Bugs, crashes & other issues

Post by NeilN »

0.15.27 broke my FARL when loading a game. Probably this fix: viewtopic.php?t=50509
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Re: [0.12] Bugs, crashes & other issues

Post 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
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Re: [0.12] Bugs, crashes & other issues

Post by Choumiko »

fixed in the latest version on the mod portal
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Re: [0.12] Bugs, crashes & other issues

Post by waduk »

Trying the Autopilot feature, then this happened :
Error
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 ?
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Re: [0.12] Bugs, crashes & other issues

Post 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()
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Re: [0.12] Bugs, crashes & other issues

Post 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)
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Re: [0.12] Bugs, crashes & other issues

Post 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
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Re: [0.12] Bugs, crashes & other issues

Post 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")
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Re: [0.12] Bugs, crashes & other issues

Post by Choumiko »

Thanks, I will add it in the next update
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Re: [0.12] Bugs, crashes & other issues

Post 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?
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Re: [0.12] Bugs, crashes & other issues

Post by Choumiko »

FARL requires at least Factorio 0.15.17. The error looks like your version is below that.
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Re: [0.12] Bugs, crashes & other issues

Post by spitfire_23 »

Hi, I'm getting this error in the 'remove stone' function with Factorio 15.30/FARL 1.1.6:

Image

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.
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Re: [0.12] Bugs, crashes & other issues

Post by CookieSplat »

spitfire_23 wrote:Hi, I'm getting this error in the 'remove stone' function with Factorio 15.30/FARL 1.1.6:

Image

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.
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Re: [0.12] Bugs, crashes & other issues

Post by Choumiko »

Should be fixed in the latest version (1.1.7)
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Re: [0.12] Bugs, crashes & other issues

Post 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.
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Re: [0.12] Bugs, crashes & other issues

Post 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:

Image
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