Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.
Mods introducing new content into the game.
Furnaces, assembling machines, production chains.
I'm on the latest Factorio in the 0.18 branch.
I have a world with a couple dozen mods (list below), including Bio Industries.
I've had to stay on Bio Industries x.23 ever since .24 came out, because there's a crash on world load, during a migration script.
107.183 Applying migration: Bio Industries: Bio_Industries_0.18.24_+0.17.55.lua
108.003 Error ServerMultiplayerManager.cpp:90: MultiplayerManager failed: "Error while applying migration: Bio Industries: Bio_Industries_0.18.24+_0.17.55.lua
LuaEntity API call when LuaEntity was invalid.
stack traceback:
...stries__/migrations/Bio_Industries_0.18.24_+0.17.55.lua:29: in main chunk
stack traceback:
[C]: in function 'index'
...stries/migrations/Bio_Industries_0.18.24+_0.17.55.lua:29: in main chunk"
Here's my mod list, in case there are any known compatibility issues:
air-filtering
Aircraft
alien-biomes
alien-biomes-hr-terrain
angels-smelting-extended
angelsaddons-crawlertrain
angelsaddons-newlocales
angelsaddons-oresilos
angelsaddons-petrotrain
angelsaddons-pressuretanks
angelsaddons-smeltingtrain
angelsaddons-warehouses
angelsbioprocessing
angelsexploration
angelsindustries
angelsinfiniteores
angelspetrochem
AngelsPetroChemExtension
angelsrefining
angelssmelting
AngelsSmeltingExtension
AngelsWarehouseExtension
AnglesRefiningExtension
AsphaltRoads
auto-research-18
beltSorter
Bio_Industries
bobassembly
bobelectronics
bobenemies
bobequipment
bobgreenhouse
bobinserters
boblibrary
boblocale
boblogistics
bobmining
bobmodules
bobores
bobplates
bobpower
bobrevamp
bobtech
bobvehicleequipment
bobwarfare
Bottleneck
cargo-ships
CJsInfiniteOres
Clowns-AngelBob-Nuclear
Clowns-Extended-Minerals
Clowns-Nuclear
Clowns-Processing
Clowns-Science
Dectorio
Electric Furnaces
ElectricTrain
even-distribution
EvoGUI
extendedangels
Factorissimo2
Flare Stack
flib
FNEI
helmod
LaneBalancer
laser_rifle
LightedPolesPlus
Logistic-Gun-Turret
LogisticTrainNetwork
Mining_Drones
Noxys_Trees
Noxys_Waterfill
OpteraLib
railloader
rso-mod
ShinyAngelGFX
ShinyBobGFX
Squeak Through
stdlib
Todo-List
Warehousing
WaterWell
what-is-it-really-used-for
Edit: Whoops, my bad. Forgot to switch to the Bugs category before posting.
Hi! Thanks for the report. Could you provide a save game, please? Makes it easier if I can just sync the mods. :-)
Sure. I'll grab it from the server.
Ok I have it. Where would you like me to send it?
Ok I have it. Where would you like me to send it? I don't see a place to upload it, here.
Oh, another problem I encounter with it, on that version, is that the musk floor doesn't work.
Attempting to place it just mines whatever path is already on the tiles, removes the musk floors from inventory, but doesn't actually place any.
Ok I have it. Where would you like me to send it? I don't see a place to upload it, here.
Sorry, it was already late yesterday and I was too tired. Not sure about the size limit, but you could try to send it as PM on the forum.
the musk floor doesn't work.
Attempting to place it just mines whatever path is already on the tiles, removes the musk floors from inventory, but doesn't actually place any.
Oh, that's a feature! You've got a sink for the musk floor ingredients, and you can't place them so you protect your electric network from overloading. -- Just kidding, I'll look into that. Thanks for finding this! :-)
Sorry, it was already late yesterday and I was too tired. Not sure about the size limit, but you could try to send it as PM on the forum.
I can't send PMs yet.
I'll post a link for you to download it in a bit.
Oh, that's a feature! You've got a sink for the musk floor ingredients, and you can't place them so you protect your electric network from overloading. -- Just kidding, I'll look into that. Thanks for finding this! :-)
Ha. Handy. :P
Here's a download link:
https://factorio.dodecatec.com/TIC.zip
It'll be valid til Friday or until you confirm you got it.
Thanks, but I can't get at the file:
Secure Connection Failed
An error occurred during a connection to factorio.dodecatec.com. A required TLS feature is missing. Error code: MOZILLA_PKIX_ERROR_REQUIRED_TLS_FEATURE_MISSING
The page you are trying to view cannot be shown because the authenticity of the received data could not be verified.
Please contact the website owners to inform them of this problem
Not sure with the forum. I guess you can't PM me because you haven't made a forum post yet. But would you be able to reply if I sent you a PM first?
Oh sorry. The default on that server is super secure. Let me turn the TLS to something more permissive. Give it like 5 minutes and you should be good to go.
Should be fine now.
That message should only be received on browsers below the following versions:
Firefox 63, Chrome 70, Safari 12.1, Edge 75.
And OpenSSL 1.1.1d.
Oh also... I'm willing to lend a hand in debugging/testing it. Veteran programmer here. More than happy to tweak it and let you know what happens on the server. I was tempted to just comment the offending loop out and see what happens, but I decided that probably wasn't a great idea, since I haven't looked at the rest of the mod's code yet. :-)
Now I can connect -- but the file I downloaded was not a valid zip file. It has only 16 bytes. :-)
File updated. Go ahead and grab it again.
Thank you, that's much better! I could load it now.
Good to hear.
Let me know if you need anything else from me.
I'm still operating on .23 for now, since I can't load that world with .24. Therefore, I couldn't tell you if the musk floor problem exists in .24.
Sorry, I've lost track of this. The crash in the migration script already is fixed for the next release. Musk floor is different.
There was something wrong on our end, and I've fixed that, so when you place a tile of musk floor, it should be hooked up to electricity. However, there's a second issue I've discovered when loading your game with all mods enabled: Placing musk floor will result in placing landfill!
The reason is that you simply have too many mods. Alien biomes, Dectorio, Asphalt roads and I don't know what else -- but these mods use up a lot of the few (something in the 250s, not quite sure if it's 256 or 255) usable tiles. I guess the game has so many tiles already it sets anything in excess of that number to default to landfill. For testing, you could load the game with all mods enabled and place some musk floor tiles, then disable Alien Biomes and try again. Make sure that musk floor is visible in map view if the electricity overlay is on (there's a startup setting).
I'm really not sure if anything can be done about that. I'll have a look at the Alien Biomes code, perhaps it will give me an idea for a work-around.
Earendel already had a solution to the problem of tiles being converted to landfill, so this is also fixed for the next version now.
Please try version 0.18.56!
I haven't checked back in a bit because I've been busy.
I'll definitely give the current version a shot and report back!
Sorry, I've lost track of this. The crash in the migration script already is fixed for the next release. Musk floor is different.
There was something wrong on our end, and I've fixed that, so when you place a tile of musk floor, it should be hooked up to electricity. However, there's a second issue I've discovered when loading your game with all mods enabled: Placing musk floor will result in placing landfill!
The reason is that you simply have too many mods. Alien biomes, Dectorio, Asphalt roads and I don't know what else -- but these mods use up a lot of the few (something in the 250s, not quite sure if it's 256 or 255) usable tiles. I guess the game has so many tiles already it sets anything in excess of that number to default to landfill. For testing, you could load the game with all mods enabled and place some musk floor tiles, then disable Alien Biomes and try again. Make sure that musk floor is visible in map view if the electricity overlay is on (there's a startup setting).
I'm really not sure if anything can be done about that. I'll have a look at the Alien Biomes code, perhaps it will give me an idea for a work-around.
I'm definitely less attached to alien biomes than I am to this mod, so, if the problem persists, I'll disable that and let you know what happens.
Thanks!
The crash is gone.
And, even with all my mods enabled, the musk floor now works, too!
Woo!
Great work! :)
Nice that it works for now. I could fix the issue with Alien Biomes by registering musk floor as a priority tile, so AB would keep it among the 255 tiles that won't be changed to landfill. However, I don't know what will happen if more mods will create special-purpose tiles and register them as well. It could well be that at some point there are too many priority tiles so that those registered last will be neglected and converted to landfill again. So, this will work for now, but with too many mods active, the issue may pop up again. :-)
One thing I did notice. I think you have some debug logging still in there, because my logs are being spammed by bio industries when the floors are built.
Example:
9284.246 Script @Bio_Industries/control.lua:952: Entered function "solar_mat_built"
9284.247 Script @Bio_Industries/control.lua:955: event: {
define_name = "on_robot_built_tile",
item = {
__self = "userdata"
},
name = 47,
options = {},
robot = {
__self = "userdata"
},
stack = {
__self = "userdata"
},
surface_index = 1,
tick = 42153335,
tile = {
__self = "userdata"
},
tiles = {
{
old_tile = {
__self = "userdata"
},
position = {
x = 77,
y = -119
}
}
}
}
Just grepped through all files. The only places where log is called directly although it shouldn't be is in lines 952 and 955 of control.lua. Could you delete these lines yourself? I'll fix this for the next version, but preparing a new release just for this is too much trouble, I'd rather wait until another bug crops up, or until I feel confident about updating for Factorio 1.0. (Still working secretly on Natural Evolution Buildings, which shares some entities with BI.)
Already did that. ;-)
Sounds good. 👍