Module Inserter Extended


Mass insert/remove modules into machines with construction robots Significant rewrite of the original, with more powerful configuration options

Utilities
16 days ago
1.1 - 2.0
34.7K

g Crash with SE 0.7

19 days ago

The mod Module Inserter Extended (7.2.4) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event ModuleInserterEx::on_configuration_changed
ModuleInserterEx/control.lua:277: attempt to index local 'preset' (a nil value)
stack traceback:
ModuleInserterEx/control.lua:277: in function '_clean'
ModuleInserterEx/control.lua:290: in function 'remove_invalid_items'
ModuleInserterEx/control.lua:390: in function <ModuleInserterEx/control.lua:388>

If it helps, I can make minimalistic downsized save as example.

18 days ago

A save would be useful - I don't have any issue starting a new SE 0.7 game.

That error looks like it's caused by there not being an active/selected preset during the update migration, which isn't supposed to be possible.

16 days ago
(updated 16 days ago)

I have prepared mimized save with reduced modlist and deleted or trimmed surfaces. Factory itself no longer works, but that is irrelevant.
How should I send you the save? I have found no contacts here or on your github.

Also I have tried fixing it myself, exporting the presets to string in old version and importing in newer fails, since the format changed.

As second option I have tried adding various nil checks to the code. While it managed to load the save, all presets were obviously lost. I could commit it to the github, but it is just multiple naive "if VALUE then" checks added right where the code crashed and you surely have better understanding of the code than I do.

16 days ago

Wait, what version are you updating from? Pre 7.0.0?

Seems likely - I get that same error trying to load one of my older saves (nothing to do with SE). Looks like I accidentally removed some of the migration processing a while back. While I was testing, I also found several other potential issues with migrations/mod changes, so tried to fix those as well.

The new version should handle migrations much better now, hopefully including your case.

16 days ago

It now fails more gracefully. Game loads but presets are gone. I am updating from game version 1.1.110 and mod version 6.1.3, the latest compatible with Space Exploration 0.6.
Since Earendel was working on Space Age DLC his mod Space Exploration took a back seat and skipped many base game versions.

Here is the downsized save
https://drive.google.com/file/d/1PUFevtOpF8XzMJSC9lGGiOitH2Zsg2Hs/view?usp=sharing

16 days ago

That's expected, unfortunately. I did a major rework of this mod to add support for Factorio 2.0 (and various other features), and I didn't feel it was worth trying to migrate old configs to the new version considering the relative rarity of updating a game from 1.1 to 2.0. The new features should hopefully make manually recreating everything you need easier.

15 days ago

Yes, it was much easier with the new version. The Default modules feature significantly simplified setup.

Two things would make it even better for me. First would be improvement of Default modules, if instead of one incremental shared set for all sizes it would be nice, if it could be split up for various module sizes (3 slot machines, 4 slot machines, etc.) then using the incremental one as fallback.
Here is an example of a preset used to reduce power consumption to -80% while secondarily increasing speed as possible without using beacon. Presets for 2, 3, 5 and 6 are specified, 4 and 8 slot machines fall back to default. While it can be done, finding all X slot machines might be quite hard in some large overhaul mods.
https://drive.google.com/file/d/1qJXlV8_kBnU8xnh9N5uCMxOHYwFJbTDP/view?usp=sharing

Another suggestion would be, if it was possible to show the expected effect the modules in the preset will have if applied to a building, assuming no beacons are around or its transmission if it is one.

12 days ago

Decent ideas. Those should both be possible. Though instead of extending the default section, it might work better as a filter you can use for each row. I've also thought about other filters that might be useful for those big mods, like using the entity type (e.g. beacon, assembler, mining drill, etc...), so might try to add that too. Don't want to make the gui too cluttered, though...

...when I get the motivation to do it, so don't expect anything soon.

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