Content
6 months ago
0.17 - 2.0
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Trains Combat

g 0.6.3 - 0.6.6 Discussion

7 months ago

New update. Check changelog for details

I am too lazy to make migrations this time, so you have to research every tech again (Anyway somehow it is not working for 0.6.0 - 0.6.2).

No ammo pickup from turrets in this update, coming later (maybe... Too many bug reports and I am thinking to abandon this idea - it is not simple as it sounds, I can just drop content from turrets on the ground instead, this will not produce any bugs with inventory)

7 months ago

Crashes on load for me unfortunately

7 months ago

Error while running event Armored-train::on_tick (ID 0)
Armored-train/control.lua:364: attempt to index field 'turretA' (a nil value)
stack traceback:
Armored-train/control.lua:364: in function <Armored-train/control.lua:332>

7 months ago

Cause old wagons don't have turretA and turretB
So it will crash if you try to access one of them.
Maybe just disable them? And allow to be mined and replaced with proper ones?

7 months ago

Error while running event Armored-train::on_tick (ID 0)
Armored-train/control.lua:364: attempt to index field 'turretA' (a nil value)
stack traceback:
Armored-train/control.lua:364: in function <Armored-train/control.lua:332>

I suggest fresh install. This time is last I promise. I changed too many things, so it will take a lot of time making correct migrations (Anyway they will lead to more errors as transition from 0.6.0 - 0.6.2 is not working somehow).

P.S. One more fresh install will require when I will make grid based modular turret system (Player can choose any turret - wagon combination)

7 months ago
(updated 7 months ago)

Is it really that hard to add nil checks so it at least doesn't crash constantly and I can just safely deconstruct all my train?
I literally had to go through your code debug, and fix it so I can at least keep playing the game

7 months ago

But really, a grid based modular system would be ideal
Certain turrets like repair arm, radar, and searchlight especially don't feel they deserve a full wagon.

7 months ago

Maybe like each platform would have two special slots?
And only guns / utils could go into these slots.
So wagons and guns would be crafted separately.
And even gun could be destroyed with wagon platform surviving.
Would be so coool...

7 months ago

Is it really that hard to add nil checks so it at least doesn't crash constantly and I can just safely deconstruct all my train?
I literally had to go through your code debug, and fix it so I can at least keep playing the game

Well, I don't have a tester here... If someone would take that position wink
I prefer to spend time towards new update, rather than wasting time on migrations. It is not that expensive to make them again. But it will take a lot of time from me to add these checks in code.

7 months ago

Maybe like each platform would have two special slots?
And only guns / utils could go into these slots.
So wagons and guns would be crafted separately.
And even gun could be destroyed with wagon platform surviving.
Would be so coool...

Exactly. I read that there is a filter for equipment grids, which will help too. When turret is destroyed - the equipment from grid also destroyed.
But I want to keep both versions for player to choose. So maybe this one will be kind of "vanilla" version. And another one is grid base which I will start as soon as this one is ready enough :D

7 months ago

Hmm, the equipment grid is a neat idea, though need to be careful it might interfere with other mods that add equipment grids to wagons (for adding more storage, shields, laser defence and stuff.)

7 months ago

Is it really that hard to add nil checks so it at least doesn't crash constantly and I can just safely deconstruct all my train?
I literally had to go through your code debug, and fix it so I can at least keep playing the game

Well, I don't have a tester here... If someone would take that position wink
I prefer to spend time towards new update, rather than wasting time on migrations. It is not that expensive to make them again. But it will take a lot of time from me to add these checks in code.

Well, I guess we are testing in production, as always, :P

7 months ago

Maybe like each platform would have two special slots?
And only guns / utils could go into these slots.
So wagons and guns would be crafted separately.
And even gun could be destroyed with wagon platform surviving.
Would be so coool...

Exactly. I read that there is a filter for equipment grids, which will help too. When turret is destroyed - the equipment from grid also destroyed.
But I want to keep both versions for player to choose. So maybe this one will be kind of "vanilla" version. And another one is grid base which I will start as soon as this one is ready enough :D

I'm currently developing a mod that adds more incendiary ammo, should be perfeect for those twin vulcans :P

7 months ago

Maybe like each platform would have two special slots?
And only guns / utils could go into these slots.
So wagons and guns would be crafted separately.
And even gun could be destroyed with wagon platform surviving.
Would be so coool...

Exactly. I read that there is a filter for equipment grids, which will help too. When turret is destroyed - the equipment from grid also destroyed.
But I want to keep both versions for player to choose. So maybe this one will be kind of "vanilla" version. And another one is grid base which I will start as soon as this one is ready enough :D

I'm currently developing a mod that adds more incendiary ammo, should be perfeect for those twin vulcans :P

I want ballistic nuclear rocket that launches from platform, any ideas how to make that? :D Also I have model for swarm rocket launcher (like Spidertron)

7 months ago

The mod Armored Train (Turret Wagons) (0.6.3) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Armored-train::on_tick (ID 0)
Armored-train/control.lua:364: attempt to index field 'turretA' (a nil value)
stack traceback:
Armored-train/control.lua:364: in function <Armored-train/control.lua:332>

Causes this crash for me

7 months ago

The mod Armored Train (Turret Wagons) (0.6.3) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Armored-train::on_tick (ID 0)
Armored-train/control.lua:364: attempt to index field 'turretA' (a nil value)
stack traceback:
Armored-train/control.lua:364: in function <Armored-train/control.lua:332>

Causes this crash for me

Yup, author basically did / doing a significant rework and doesn't bother to guard for crashes
Did you load a save with older version on is it a new mod install?

7 months ago

Also same crash here, for what it works. Also did a 'fresh' install off this website vs the in-game one. Didn't help.

7 months ago

Yeah, not stable even with a fresh install
I've tried patching some of the crashes manually myself, but I'm not sure if I got all of them.
Here's a "less crashy" version from me if you want, just throw it in your factorio mods folder manually.
https://drive.google.com/file/d/1ia55-m1T5a6SnZ7NtwNBxrGQEyvujZRi/view?usp=sharing
Hope the author finishes what they planned soon.

7 months ago

Yeah, not stable even with a fresh install
I've tried patching some of the crashes manually myself, but I'm not sure if I got all of them.
Here's a "less crashy" version from me if you want, just throw it in your factorio mods folder manually.
https://drive.google.com/file/d/1ia55-m1T5a6SnZ7NtwNBxrGQEyvujZRi/view?usp=sharing
Hope the author finishes what they planned soon.

Fixed!

7 months ago

Ok it is fixed, made a migration, the problem is I am using tables wrong and overflowing them with data from previous versions :D
Clean install means - remove mod, load save, confirm entities removed, save, install mod again.

7 months ago

Ok it is fixed, made a migration, the problem is I am using tables wrong and overflowing them with data from previous versions :D
Clean install means - remove mod, load save, confirm entities removed, save, install mod again. (2)

Probably migration in 0.6.5 did not worked, because I lost archive, recovered it but forgot to rename migrations, this time it should work

7 months ago

Maybe like each platform would have two special slots?
And only guns / utils could go into these slots.
So wagons and guns would be crafted separately.
And even gun could be destroyed with wagon platform surviving.
Would be so coool...

Great success! Achieved desired result. Minimod coming soon...

7 months ago

Minimod?

7 months ago
(updated 7 months ago)

Minimod?

https://mods.factorio.com/mod/modular-ifv
One step closer to modular turret wagons. This mod basically adds that, but for vehicles, and only one turret. Also comes with searchlight :D Gonna make repair arm soon (Red Alert 2 IFV inspired). After stress testing that mod, I will add that functionality into this mod

7 months ago

seems a nice new mod you made

7 months ago

nice idea to test it on the other mod before releasing into the main!

7 months ago

Incinerator from that mod doesn't seen to have an unlock, probably a bug

7 months ago

Meanwhile, shameless plug in :)
https://mods.factorio.com/mod/lilys-incendiaries

7 months ago

Meanwhile, shameless plug in :)
https://mods.factorio.com/mod/lilys-incendiaries

why does your mod require space age

7 months ago

I'm planning to add some magma themed stuff from Vulcanus later
Although you are right, current version shouldn't require it

7 months ago

Should be fixed

7 months ago
(updated 7 months ago)

Should be fixed

nice, but you probably should've make the magma themed stuff to be only enabled when space age is enabled
+ add incendiary cannon shells (with an explosive variant too)

7 months ago
(updated 7 months ago)

[wait accidental copy message, ignore this]

7 months ago

Yup, all planned, just gonna need to make some code for proper napalm first.

7 months ago
(updated 7 months ago)

Should be fixed

nice, but you probably should've make the magma themed stuff to be only enabled when space age is enabled
+ add incendiary cannon shells (with an explosive variant too)

also i got error upon loading:
Failed to load mods: Error in assignID: recipe-category with name 'chemistry-or-cryogenics' does not exist.

Source: piercing-incendiary-rounds-magazine (recipe).

Mods to be disabled:
• lilys-incendiaries (0.0.7)

7 months ago

Ah yeah, forgot that
references to cryogenics don't exist in base
5 minutes pls

7 months ago

Did the 0.0.8 work?
Also, let's report any issues about my mod on my mod page and not spam this

7 months ago
(updated 7 months ago)

Did the 0.0.8 work?
Also, let's report any issues about my mod on my mod page and not spam this

yeh it worked, can you make the incendiary magazine item icon more yellow on the orange part

7 months ago

Working hard on new modular turrets update for trains, moving all code to lib mod so I don't have to debug similar things everywhere

7 months ago

Good luck!
I've tried your minimod and the turret was super inconsistent, sometimes appearing and sometimes just not

7 months ago
(updated 7 months ago)

Good luck!
I've tried your minimod and the turret was super inconsistent, sometimes appearing and sometimes just not

Can you describe with more details?

P.S. Check this out!
https://ibb.co/Df8W3rtp

7 months ago

For example, when turret is added by bots with no player in it, it doesn't appear and I have to manually enter the vehicle and then remove and place the item by hand for the turret to appear

7 months ago

For example, when turret is added by bots with no player in it, it doesn't appear and I have to manually enter the vehicle and then remove and place the item by hand for the turret to appear

Totally forgot they exist :D

7 months ago

Yeah and I was surprised that it had logistics but couldn't be driven remotely

7 months ago

Yeah and I was surprised that it had logistics but couldn't be driven remotely

Small update turned to a bug-date :D I am still working on it, not abandoned. Almost solved all cases

7 months ago

Bug-date? It seems like they want their valentine too xd

This thread has been locked.