Kuxynator's Smart Linked Chests


Alternate expandable Crashsite Logistic using smart linked chests. - UPS optimized logistic for mass transport - tries to be not overpowered as the (hidden) native linked chest. - highly configurable

Content
6 hours ago
1.1 - 2.0
452
Logistics Storage

b [NO FIX] Bug with Factorissimo 2 Buildings

1 year, 2 days ago

I get this error than placing a factory building:

The mod Kuxynator's Smart Linked Chests (2.0.11) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Kux-SmartLinkedChests::on_built_entity (ID 6)
Kux-CoreLib/lib/mods/Factorissimo.lua:162: not in a factory
stack traceback:
[C]: in function 'error'
Kux-CoreLib/lib/mods/Factorissimo.lua:162: in function 'getFactoryWallRect_2'
Kux-SmartLinkedChests/modules/Chest.lua:208: in function 'on_built_factory'
Kux-SmartLinkedChests/events/on_built_entity.lua:13: in function 'fnc'
Kux-CoreLib/lib/EventDistributor.lua:188: in function 'fnc'
Kux-CoreLib/lib/EventDistributor.lua:157: in function <Kux-CoreLib/lib/EventDistributor.lua:151>

I use the notnotmelon fork and the chest not researched yet. Than i research it i can place it on the surface but it is not operable. Place it in a factory and all is good.

Main Mods: Krastorio 2 and Space Exploartion

1 year, 1 day ago

the first thing, the error I have to fix.
the second, "not operaberable" this is because you have built the chest too far away from the center. you need to research range.
by default, you have a start area of 64x64 around the spaceship. the chests have to be supplied with energy, which is free in the starting area, but costs 10MW at outposts.
you can see the current range when you open a chest
https://prnt.sc/Tl179Y7N3woo
Placing a chest in a factory works at the moment because I haven't activated the research for it yet ;-), so it's not restricted, not yet.

1 year, 1 day ago

the error is strange.
first, I can not reproduce it with your description.
and if I look in to code, the only reason for the error could be, that the entity in the event which is named "factory-1" is not a factory.

1 year, 1 day ago

I testet it with a minimal mod load -> only Krastorio 2, Spaceexploration, Factorissimo 2 (notnotmelonfork) and your LinkChest with all dependencies.

Still got the error, i thought than one of the many mods could be the culprit. It must be Krastorio or Spaceexploration cause Base+Factorissimo+LinkChest causes no error.

I uploaded the logfile and the testsave on googledrive if you want to look,

https://drive.google.com/drive/folders/1vzvd33ieEED0utkLqVmju2wGKUajQJ9p?usp=drive_link

1 year, 1 day ago

strange, the remote call to Factorissimo mod
remote.call('factorissimo', 'get_factory_by_entity', entity)
returns nil, as if the building is not registered in Factorissimo.

But I can't do anything useful if I don't get a factory,
I can only ignore it, but that could lead to other errors later.
i built a chest in it, mined it and rebuilt it, i still get nil, so i can't initialize the chests.

2 hours of research later... it works without K2
Chest.on_built_factory
1 chests configured

But that doesn't help, because I also play with K2 and it works there.
https://prnt.sc/DAvgSxgeRFaC

I have reset all your settungs, create new game...
without K2 it works, with K2 is works not. I don't know why.

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