Telogistics

by S6X

Teleport items from planet to planet, as long as you can spare the electricity.

Content
3 days ago
2.0
954
Factorio: Space Age Icon Space Age Mod
Logistics

b Crash

7 days ago

Hi!

Error while running event Telogistics::on_tick (ID 0)
Telogistics/control.lua:133: attempt to index local 'stbl' (a nil value)
stack traceback:
Telogistics/control.lua:133: in function <Telogistics/control.lua:102>

7 days ago

Hi, I will need a little more information, please.

What other mods are you using? What were you doing when this happened? Is there a consistent way to make this crash happen?

6 days ago

Mod list:

All quality from the start
Beacon Productivity and Quality for Space Age
Better Quality Names
Biolabs in Space
Debloat: Mine Cliffs by Hand
Delete Gleba
Delete Planet Compatibility
Disco Science
Easy Quality
Even Distribution
Factorio Library
Factorissimo 3 (don't have any built though)
FasterStart
Flow Configuration
Infinite Belt Stacking
Large Storage Tank
Loaders Modernized
Merging Chests
P.U.M.P.
Repair Turret
Teleporters
Telologistics

6 days ago
(updated 5 days ago)

This error just happened randomly but consistently after a while of everything working fine. I had two teleporters on Nauvis automatically sending stuff to two other teleporters on Vulcanus, and at some point one of them would cause the crash as soon as it started initiating the teleport. I deleted it and tried rebuilding it which didn't help. Trying again now after updating to 1.0.7 doesn't seem to cause the issue when that particular teleporter activates, but now I'm having a different problem.

Error while running event Telogistics::on_tick (ID 0)
Telogistics/control.lua:137: attempt to index local 'stbl' (a nil value)
stack traceback:
Telogistics/control.lua:137: in function <Telogistics/control.lua:106>

This happens now whenever one of the Nauvis teleporters activates while the other is already in the process of teleporting something, which wasn't a problem earlier before I did the rebuild. That was on 1.0.6 though, this is happening on the 1.0.7 build so it might be a new problem. They're set up with different IDs so it's not a conflict there either. They both work so long as they are the only one teleporting, but as soon as the other one initates while the first one is in the middle of teleporting it triggers the crash.

5 days ago

A different non-crash issue I'm noticing is that when the teleporter fills up too quickly after the last teleport (due to a combination of miniloaders and infinite belt stacking) it won't activate and just sit there stuck. It's not 100% though, it might work a couple of times, but then it stops responding to being full. You can make it work again by emptying a few slots and letting it fill up again, but after a couple of more teleports with the same rapid filling up it'll stop again.

5 days ago

Thanks for the additional information. The bug has now been fixed.

The teleporter getting "stuck" is actually by design. It works this way so that if you have a teleporter that activates when it is full, the teleporter won't immediately restart a teleport cycle when it is full of inventory that it just received. However, to save UPS the mod doesn't scan all that often, so if you empty and refill the teleporter really fast, it won't detect that it was ever emptied. I'll think about how to address this.

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