Project Cybersyn - Logistics Train Dispatcher


Creates a feature-rich train logistics network through cybernetic combinators. With just this mod you can coordinate the economic inputs and outputs of your entire megabase.

Content
3 days ago
1.1 - 2.0
25.6K
Logistics Trains Circuit network

b NREs related to deconstructing train stops and placing Cybernetic Combinators

1 year, 11 months ago
(updated 1 year, 11 months ago)

Aaand another couple, terribly sorry. Now a crash seems to be triggered:
- when deconstructing a train stop
- when attempting to place a Cybernetic Combinator next to a new stop

I encountered these just after making a fresh testing game after updating to the latest version. Oddly, I'm able to place blueprints I already made with Cybernetic Combinators without any problem. When doing so I am also able to deconstruct the train stops, but only if I do so before removing the attached CC; if I remove the CC and then the train stop, the crash occurs as normal.

Error logs are below, in the same order as the list above.


The mod Project Cybersyn (1.1.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event cybersyn::script_raised_destroy (ID 80)
cybersyn/scripts/layout.lua:599: attempt to index field 'refuelers' (a nil value)
stack traceback:
cybersyn/scripts/layout.lua:599: in function 'update_stop_from_rail'
cybersyn/scripts/main.lua:609: in function <cybersyn/scripts/main.lua:596>


The mod Project Cybersyn (1.1.1) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event cybersyn::on_built_entity (ID 6)
cybersyn/scripts/main.lua:268: attempt to index field 'refuelers' (a nil value)
stack traceback:
cybersyn/scripts/main.lua:268: in function 'on_combinator_built'
cybersyn/scripts/main.lua:587: in function <cybersyn/scripts/main.lua:580>

1 year, 11 months ago

This is fixed now. Sorry about that. Thanks for the bug report.

New response