Factory solver based on linear programming

by B_head

The Factorio calculator. Calculate the quantities of machines and ingredients required in a factory to hit your target production rate.

Utilities
2 days ago
2.0
2.42K

b Crash on selecting a solution

1 year, 4 months ago

Hi, just wanted to let you know that removing a machine from a mod will cause the solver to crash upon selecting a solution that relies on that machine:

The mod Factory solver based on IPMs for LP (0.3.13) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event factory_solver::on_gui_selection_state_changed (ID 63)
__factory_solver__/manage/save.lua:451: attempt to index local 'machine' (a nil value)
stack traceback:
    __factory_solver__/manage/save.lua:451: in function 'get_total_modules'
    __factory_solver__/ui/solution_editor.lua:52: in function 'handler'
    __flib__/gui.lua:177: in function 'dispatch'
    __factory_solver__/fs_util.lua:138: in function 'dispatch_to_subtree'
    __factory_solver__/ui/solution_selector.lua:61: in function 'handler'
    __flib__/gui.lua:177: in function <__flib__/gui.lua:160>

This may also happen right as the gui is opened. There seems to be no way of removing the offending solution to avoid the crash.

a month ago

Hi ZarSasha, sorry for the very late follow-up. This is fixed in 0.4.0 (just released): a production line that references a prototype removed by a disabled or updated mod now degrades gracefully instead of crashing in get_total_modules, so existing saves with affected solutions should load again. Thanks for the detailed stack trace — it made the root cause easy to pin down once I came back to the project.

a month ago

Nice, thanks for the update! I have taken a break from the game myself as well, but I recall that I really like the way that the mod goes about calculating things, compared to other factory planners. I have just done a bit of testing, and it seems to be working well: Whether an end product or a required machine is missing, a simple question mark replaces the relevant icon, without any crash happening.

It's great to see the mod updated, and I look forward to relying on it for future projects.

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