Adds conductive floor tiles that transmit power to adjacent tiles (including diagonals) and any structure on top of them, just place a power source or electric pole on top and enjoy the extra space!
Mods introducing new content into the game.
Changes to power production and distribution.
The most recent update has made newly placed tile not carry power. Tiles placed before the update still carry power until trying to place more tiles near them.
Tried the recent version from the mod portal with a fresh save and nothing weird happened. Are you using some kind of mod that affects the electric poles? like MinimalWire or something related? Just recently found out that this kind of mods are breaking the invisible electric grids.
There is a config option for enabling debug mode, so players can see the invisible grid, could you activate this option? Maybe also in a new save, so you can confirm what is happening.
I can see the pre-update Power pole but not the post update poles on my current game. When trying to place new poles it shows Error when trying to spawn proxy. I also have not added any power pole or wire mods. When on a new world, poles are placed on tiles.
alr, I know where in the code the problem happens, however I cannot find a way to recreate it. Could you give me the list of mods that u are currently using? So i can test each one, one by one until finding the mod that is causing the problem. Or you could pass the save of the world that is causing problems, as you said that in a new game it doesnt happen anymore.
With 1.2.4 I too experience the issue.
On an existing save after upgrading, it seems not all of the copper wire connections are being recreated.
https://drive.google.com/file/d/1Gyyk53ur-bQixCaQatGnPZb4yBLMmTSC/view?usp=sharing
If I then connect the tiles to power:
https://drive.google.com/file/d/1aWF3BsnDNlV25Rf4pTbX9GqM1hgNA-KW/view?usp=sharing
Ignore what I posted. In my attempts to make a repeatable example, I now question the save used.
Now I am unable to recreate the issue.
It is odd the tiles are not connected. I take a look, they were not connected in the save before the upgrade. How they became disconnected I am not sure.
well... this bug is weird, none of CHECKMATESPLAYHOUSE mods seems to alter the way of how the poles connect, at least from what i saw, only CombatMecanicsOverhaul made a change: adding collision boxes, but that didnt interrupt the normal process of the mod...
CHECKMATESPLAYHOUSE, if you are still encountering this problem, the best that we could do is examine your save, as probably there is the problem (a very very edge case that causes the problem)
I'll release a version with a new in-game console command, so players can recalculate the electric grids without losing the achivements capacity.
0n0w1c, how did you manage to place electric tiles without the poles being created?
I replicated the mod list, settings, and the version 1.2.3... however the problem was that there were no electric poles, and once i place some tiles, they get built correctly, even when in 1.2.3, as well as after updating to 1.2.4
did you guys downgrade from 1.2.4 to 1.2.3? after all, the proxys names chagued in 1.2.4, and that could make them dissapear if downgraded from that version to 1.2.3
I am pretty sure there were poles there at one time, I can't delete the poles. :D
Hah, I do all sorts of configurations. :D
Here is a new pic, this is version 1.2.4.
I was adding to the concrete (2x2 at a time) and at that stage they became disconnected.
I then deleted the electric pole and when replaced, no power flows. No power in the tile poles, power in the medium electric pole.
No power in any of the tile poles, not even the pole that supplies the position of medium electric pole.
Ah, upon further testing with 1.2.4 and the disconnects, if I remove my mod, I am then unable to recreate the disconnect issues.
So somewhere in my code, it is breaking your wire connections... in some situations. Sorry about this. I will try to investigate it further.
Well, then that lets us with the original problem, the proxys not spawning.
The function that creates the entity actually can also return nil, don't know why that could happen, so I'll add something like a try-counter, and if the creation of the proxy fails, it will try again at least a maximum of 4 times (5 tries in total), that could cover internal factorio problems that the devs are solving.
Found the issue in my code, the name change got me. I missed updating an allowed connection rule based on the name.
I have narrowed it down to a conflict between your mod and these two. If you have either of them plus yours, everything works fine. If you have them both, new tiles placed do not have power. I have checked all of their dependencies, everything worked when I just disabled programmable vehicles. Then I checked without Tiberium and everything worked. So it seems to be something between these.
https://mods.factorio.com/mod/Factorio-Tiberium
https://mods.factorio.com/mod/aai-programmable-vehicles
Nice! Then I'll start debbuging their codes. Specially the events related to building entities, as 1.2.4 allowed mods to detect proxy constructions.
force = "neutral" when you create the proxy.
Yeah, that makes the electric connections invisible in the map view (one of the main problems of versions before 1.2.0)
wait... wait wait wait! Now I understand why you told me that xdddd
the proxys still are in a force, but tthe enemy force! I have to specify it in the functions.
Also, I found that aai vehicles has a function that literally destroys an entity if its from the enemy force... thats the main problem.
I'll implement a fix for that, as well as the ingame console-command (cause giving the players the ability to fix issues would be pretty cool)
1.2.5 uploaded to the mod portal.
CHECKMATESPLAYHOUSE, could you please check that the proxys are now working?
I also added an "in-game" console command for refreshing all surfaces (just consider that, the more electric tiles, the more computational power the mod will require and consume from your PC) (you can check the command in the changelog)
Your update has fixed it on my end. New tiles placed are fully powered. Old tiles still have power when new tiles are placed near them. I ran the command, there was a momentary freeze, then the game continued. I assume it is running the refresh, but if you havent already or if it is even possible im not sure, I would suggest a refresh complete notification. But you have fixed the issue on my end.
hehe, nice. I'll add a little game.print(), so players can get notified for those 2 things, the possible freeze, and the refresh complete.
im having an issue that sounds very similar to whats been mentioned above , in my case Factories from factorisimo powered by the electric tiles would randomly lose power when no one is inside them , and if a new pole is placed next to them they would wake up again or if the factory is picked up and placed down again.
Its very random i cant seem to recreate the problem on demand , but i do have the problem mods mentioned above aai vechiles Factorio Tiberium
hum, probably cause of rewiring. I'll see how factorisimo exactly works to solve that, however, most certainly is a bug (or even feature) from factorisimo itself.
Alr... Factorissimo is a bit hardcoded, as well as too complex... I'll need more time to understand the "how" it happens. For now, the problem with aai vehicles was already solved in the most current versions, the only thing would be using normal electric poles to pass electricity to factorissimo's factories.