Mods introducing new content into the game.
Transportation of the player, be it vehicles or teleporters.
New ways to deal with enemies, be it attack or defense.
Related to roboports and logistic robots.
Entities which interact with the circuit network.
Hey, I just downloaded Autodrive. I installed in an already running game, with some other mods. (List see below)
I researched all the tech, and tried to use the remote control (first was trying to find the item to make, not realizing that you had like 4 hours ago updated it to no longer be an item.)
but on using the new shortcut.. it crashed my game.
======
774.341 Error MainLoop.cpp:1510: Exception at tick 10985398: The mod Autodrive (2.0.1) caused a non-recoverable error.
Please report this error to the mod author.
====
Error while running event autodrive::on_tick (ID 0)
autodrive/scripts/driving.lua:225: attempt to index field 'logistic_point' (a nil value)
stack traceback:
autodrive/scripts/driving.lua:225: in function 'check_crons'
autodrive/scripts/driving.lua:864: in function 'tick_vehicle'
autodrive/scripts/event_handlers.lua:1302: in function <autodrive/scripts/event_handlers.lua:1256>
774.341 Error ClientMultiplayerManager.cpp:86: MultiplayerManager failed: "The mod Autodrive (2.0.1) caused a non-recoverable error.
Please report this error to the mod author.
=====
ModList:
Nanobots2 3.3.2
space-age 2.0.55
yet_another_train_manager 1.0.16
FactorySearch 1.13.3
autodrive 2.0.1
nanobots-start-v2 2.0.0
squeak-through-2 0.1.2
BottleneckLite 1.3.4
far-reach 2.0.0
flib_0.16.3
FNEI_0.4.6
helmod_2.1.11
Pi-C_lib_2.0.2
stdlib2_2.0.1
flib_0.16.3
Update..
it happens when you put a logistics sensor in the car that is selected as autodriving..
The mod Autodrive (2.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event autodrive::on_tick (ID 0)
autodrive/scripts/driving.lua:225: attempt to index field 'logistic_point' (a nil value)
stack traceback:
autodrive/scripts/driving.lua:225: in function 'check_crons'
autodrive/scripts/driving.lua:864: in function 'tick_vehicle'
autodrive/scripts/event_handlers.lua:1302: in function <autodrive/scripts/event_handlers.lua:1256>
Thanks for the report! It seems that state.logistic_point is removed when a vehicle has arrived at its destination. I'll work on this. :-)
Should be fixed in version 2.0.2!
Sadly, not fixed..
1461.951 Error MainLoop.cpp:1510: Exception at tick 13589093: The mod Autodrive (2.0.2) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event autodrive::on_tick (ID 0)
autodrive/scripts/driving.lua:225: attempt to index field 'logistic_point' (a nil value)
stack traceback:
autodrive/scripts/driving.lua:225: in function 'check_crons'
autodrive/scripts/driving.lua:864: in function 'tick_vehicle'
autodrive/scripts/event_handlers.lua:1302: in function <autodrive/scripts/event_handlers.lua:1256>
1461.951 Error ServerMultiplayerManager.cpp:84: MultiplayerManager failed: "The mod Autodrive (2.0.2) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event autodrive::on_tick (ID 0)
autodrive/scripts/driving.lua:225: attempt to index field 'logistic_point' (a nil value)
stack traceback:
autodrive/scripts/driving.lua:225: in function 'check_crons'
autodrive/scripts/driving.lua:864: in function 'tick_vehicle'
autodrive/scripts/event_handlers.lua:1302: in function <autodrive/scripts/event_handlers.lua:1256>"
1461.951 Info ServerMultiplayerManager.cpp:808: updateTick(13589093) changing state from(InGame) to(Failed)
1461.967 Quitting: multiplayer error.
1461.967 Info GlobalContext.cpp:769: Deleting active scenario.
1462.395 Info ServerMultiplayerManager.cpp:146: Quitting multiplayer connection.
1462.395 Info ServerMultiplayerManager.cpp:808: updateTick(18446744073709551615) changing state from(Failed) to(Closed)
1462.395 Info ServerMultiplayerManager.cpp:166: Deleting active scenario (global = true).
1462.396 Info UDPSocket.cpp:237: Closing socket
1462.396 Info UDPSocket.cpp:267: Socket closed
1462.396 Info UDPSocket.cpp:237: Closing socket
1462.491 Info UDPSocket.cpp:237: Closing socket
1462.491 Info UDPSocket.cpp:267: Socket closed
1462.492 Goodbye
Can you provide a saved game?
Did you ever let the car auto-drive and stop before you added the logistics sensor? What happens if you mine the car, then place it again (make sure it has a logistic sensor), select it with the remote control and let it drive somewhere automatically?
Also, could you run this from the chat console and post a screenshot of the output?
/c __autodrive__ for s, state in pairs(storage.vehicles or {}) do game.print(string.format("%s: %s (%s)", s, state.entity or "no vehicle", state.logistic_point or "no logistic_point")) end
I just crashed my car (silly trains), so I made a new one, I guess that works as mining and placing it again..
let me try after saving the game.
I just crashed my car (silly trains),
Interesting! Didn't the car bounce off?
so I made a new one, I guess that works as mining and placing it again..
Yes, it would. The important thing is to let the car auto-drive someplace (its state should be reset when it has arrived). It also needs a logistics sensor so the code checking for state.logistic_point is triggered.
let me try after saving the game.
OK. :-)
Requested Image:
https://imgur.com/a/n0Kr8JC
Requested Save:
https://limewire.com/d/5ODOn#7W6XutWerk
Had to research the sensor again, cause crash made it revert to an older save.
testing..
Right ok.. I did the following:
Researched the sensor.. made the sensor, drove out of the logistic network (manually) placed the sensor in.. and it crashed..
BTW I did this all on a server on Axenthost, but I just tested it on a local save
I researched the sensor made the sensor, I picked up the car, drove it around with autodrive outside the network, but the moment I put the sensor in, it crashes, so that response from the command is without the sensor in, I can't get it in the car without it crashing..
unless the car is not set to autodrive (unlinked from the hotkey), and the moment I link it, it crashes
IE car bouncing of trains.. no it just dies.. with or without train sensor, I haven't seen it react to trains.. it bounces of other things (trees, machines etc) but not trains.. This particular time I was in the map, telling my car to go somewhere while checking soemthing else (one of the reasons I installed autodrive.. so I can do other things while moving across the map) and all of a sudden I wasn't moving anymore, wondered what was going on and on closing the map found myself next to a dead car.
Requested Image:
https://imgur.com/a/n0Kr8JC
Requested Save:
https://limewire.com/d/5ODOn#7W6XutWerk
Thanks, that was useful!
Right ok.. I did the following:
Researched the sensor.. made the sensor, drove out of the logistic network (manually) placed the sensor in.. and it crashed..
Screenshot confirms that state.logistic_point has vanished. I suppose that is a remnant from version 2.0.1, where you selected the car and let it auto-drive. That would delete state.logistic_point, and when you inserted the logistic sensor (even in 2.0.2), this would crash. I suppose I should have added a migration that looks in storage.vehicles for any vehicles missing state.logistic_point (and restores it) …
IE car bouncing of trains.. no it just dies.. with or without train sensor, I haven't seen it react to trains.. it bounces of other things (trees, machines etc) but not trains..
Bouncing has nothing to do with the train sensor. In fact, driving the car head-on into a standing train will let it bounce off. When I was working on bouncing, I put a car on the rails behind a station. A train leaving that station would then shove the car until the tracks made a curve. However, you have long trains (much heavier than a car) that are already moving at considerable speed, so the car is destroyed on impact. In this light, it may well be worth to keep the train sensor in the game (it's not active at the moment because I believed bouncing would be enough to keep the car safe).
BTW I did this all on a server on Axenthost, but I just tested it on a local save
I researched the sensor made the sensor, I picked up the car, drove it around with autodrive outside the network, but the moment I put the sensor in, it crashes, so that response from the command is without the sensor in, I can't get it in the car without it crashing..
unless the car is not set to autodrive (unlinked from the hotkey), and the moment I link it, it crashes
Screenshot confirms that state.logistic_point has vanished. I suppose that is a remnant from version 2.0.1, where you selected the car and let it auto-drive. That would delete state.logistic_point, and when you inserted the logistic sensor (even in 2.0.2), this would crash. I suppose I should have added a migration that looks in storage.vehicles for any vehicles missing state.logistic_point (and restores it) …
I tried it after several server crashes, I think even with a new car, it still happened.. wouldn't a new car that was made in 2.02 be enough to make it not crash? I am sure I tried that.. May need to test on a brand new game..
I've just found out that I completely misunderstood how vehicle logistics work! I thought a vehicle would always have a logistic_point if its trash_inventory_size
was set to >0 in the prototype, but there is another condition: the vehicle force must have vehicle_logistics
set to true
. That condition was not met, so vehicle logistics are disabled and therefore, there was no existing logistic point. (Open the car – it has no request or trash slots!)
I'll now enable vehicle_logistics
when the force has researched the logistic sensor. But I still have to check the code: as state.logistic_point
can be nil
, I must add checks…
Does version 2.0.3 work for you?
Hey, yeah seems to work now! I actually like that its not based on reserving slots now
Though you may want to edit your information, it is still mentioning the reserved trunk.
and as a side note, you mentioned here in the thread that the train sensor is currently non-functional? maybe mention that as well.. I made it thinking it was working, but it's actions and your words make me think its useless..
Hey, yeah seems to work now! I actually like that its not based on reserving slots now
Great!
Though you may want to edit your information, it is still mentioning the reserved trunk.
Yes, I should do that. :-)
and as a side note, you mentioned here in the thread that the train sensor is currently non-functional? maybe mention that as well.. I made it thinking it was working, but it's actions and your words make me think its useless..
The train sensor has been bugging me even before I took over this mod (see here). Problem is that it's searching for trains (or rails) in a circle around the vehicle. This can be a nuisance if the rails are in a safe distance behind or parallel to the vehicle because the sensor will raise false alarms in this case. I've added bouncing because it seemed to make the train sensor obsolete – but it seems that only worked under lab conditions, where trains didn't get enough momentum to completely destroy vehicles on first impact. :-)
It's probably best to rewrite the train sensor code completely. Not sure yet, which direction this will take, but looking for rails in a circle around the vehicle is not a good idea.