Factorio моды cargo ships
Got this error when trying to place a waterway. Latest 1.1 experimental.
The mod Cargo Ships (0.0.58) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event cargo-ships::on_built_entity (ID 6)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
[C]: in function ‘index’
__cargo-ships/control.lua:87: in function
Error does not occur when placed by nanobots mod.
Got the same error. It happens both when I try to place the water way manually or using Companion Drones.
Just tested, the error doesn’t happen on mod version 0.0.57, same Factorio Version (Latest 1.1 experimental)
So the bug may have been somehow introduced with 0.0.58
I’m having this same bug
Having the same bug.
Now you are not allowed to update the mod anymore until the bug is fixed.
Now you are not allowed to update the mod anymore until the bug is fixed.
Yeah that’s what I ended up doing based on other responses in this thread
Look for this block (starting at line 86):
Change the last line to this:
That should fix it for good.
This works for local play on a single player, but it becomes cumbersome to manually distro fixed file in a MP game. Is there an ETA on a perm fix roll out?
This works for local play on a single player, but it becomes cumbersome to manually distro fixed file in a MP game. Is there an ETA on a perm fix roll out?
Sorry, I can tell you how to fix the bug, but I’m just a normal user of this mod, so I can’t tell you when schnurrebutz will update it. 🙂
I have this error too.
5866.366 Error MainLoop.cpp:1284: Exception at tick 1766: The mod Cargo Ships (0.0.58) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event cargo-ships::on_built_entity (ID 6)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
[C]: in function ‘index’
__cargo-ships/control.lua:87: in function
Running Space Explore, for not too long ago oil rigs could not be placed on water oil patches because when placing it said «oil rigs must be placed on water» and took the entity back to the hand. Now that error is fixed, but no new waterways could be built because of this error. Creating by hand or robot doesn’t matter:
The mod Cargo Ships (0.0.58) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event cargo-ships::on_robot_built_entity (ID 14)
LuaEntity API call when LuaEntity was invalid.
stack traceback:
[C]: in function ‘index’
__cargo-ships/control.lua:87: in function
Edit:
Editing the mod with Pi-C’s solution resolves the problem. Finally the mod work!
Look for this block (starting at line 86):
Change the last line to this:
That should fix it for good.
Is this something you can do within the game or do you need external stuff to do it?
You have to do that externally. Go to your mod folder, unzip Cargo ships, edit control.lua with any text editor you like, and save. You don’t even have to zip the mod again, if there’s an unzipped version, the game will try to load that first.
You have to do that externally. Go to your mod folder, unzip Cargo ships, edit control.lua with any text editor you like, and save. You don’t even have to zip the mod again, if there’s an unzipped version, the game will try to load that first.
Is there any way to make a multiplayer server automatically distribute this ‘fixed’ file or would each player wanting to join have to do this manually as well?
I believe each player would have to do that manually.
Cargo Ships v0.0.58 works again with Factorio v1.1.18 🙂
Cargo Ships v0.0.58 works again with Factorio v1.1.18 🙂
Im on Factorio version 1.1.19 and it does not work
And Yesterday (version 1.1.18 it also doesont worked
Sorry for not being available for responses and bugfixes during the last month. I will try to upload a fixed version this weekend!
Sorry for not being available for responses and bugfixes during the last month. I will try to upload a fixed version this weekend!
Thanks! Having the same problem
Just started with the mod and having same problem, glad it’s going to be fixed soon
Yeah, I just encountered this error as well. The fix posted by Pi-C worked wonderfully.
Yeah, I just encountered this error as well. The fix posted by Pi-C worked wonderfully.
In case you want to know why this works: The mod tries to replace one type of waterways with another. The copy should be on the same surface at the same position, facing in the same direction, and belong to the same force as the original. So these properties are read from the original waterway and stored in a new table, then the original waterway is destroyed, the mod checks if there already is a new waterway at that location and creates one otherwise. However, there was a slight oversight (such things can easily happen): The mod tried to get the surface from the original waterway instead of using the copied data. But the original has already been destroyed, so there aren’t any data that could be read, and trying to access non-existent data will crash the game.
You have to do that externally. Go to your mod folder, unzip Cargo ships, edit control.lua with any text editor you like, and save. You don’t even have to zip the mod again, if there’s an unzipped version, the game will try to load that first.
Factorio моды cargo ships
I skimmed through a page or 2 and didn’t see this mentioned already. any possibility of getting the signal bouys setup for no collision? This would be in keeping with rail signals which cannot be run over/destroyed (unless one of my other mods is changing that and I don’t know it) as well as water mechanics where running into a bouy would push it aside/redirect the boat and not significantly damage/stop/or otherwise affect the individual entities (which you seem to have at least tried to replicate with how long it takes to slow down a boat. I appreciate the detail and not suggesting you change it, but sometimes it is actually a little annoying.)
I also was wondering about getting some sort of barge or dock entity for placing land units on. My thought is specifically for combinators, so maybe a 2×2 platform that can draw power from a neighboring oil platform (for a couple 1×2 combinators) or a 3×3 platform (enough to also have a power pole.) Even more specifically I have LTN and the LTN Combinator mods installed. The LTN integration is working, but I’d like to be able to place the LTN Combinator next to the oil rig ports in a more water based and movable fashion. (Technically I guess I could put in some landfill but that is permanent and not very in keeping with a water based transport system.)
Barges made me think of two other ideas. barges & ferrys
Ferry: a way of transporting vehicles across the water without mining them first (and sending them as cargo), particularly if you don’t have (or don’t want to have as is my case currently) one of the mods which allows vehicles to be mined without emptying the inventory.
Ferry: a way of transporting vehicles across the water without mining them first (and sending them as cargo), particularly if you don’t have (or don’t want to have as is my case currently) one of the mods which allows vehicles to be mined without emptying the inventory.
Just an idea: As the ships really are just trains in disguise, perhaps you could give Vehicle Wagons a try? When I worked together with robot256 on making VW compatible with Autodrive/GCKI, I realized how much you have to consider when you make vehicles disappear for a while. Data has to be stored on both ends, other mods have to be notified when a vehicle is removed or restored… VW does all of that already, so why duplicate it? There’s only one major problem: VW is based on a train theme.
I guess robot256 wouldn’t mind making another entity if he’d get some graphics for disguising the wagon as ferry. If the ferry was something in this style, I guess it would even be possible to load more than one vehicle into it. (The way VW currently works, only one will be loaded per wagon, but ferries usually just move forth and back between only two destinations, so loading/unloading all vehicles at once would still be fitting.)
Factorio моды cargo ships
[SOLVED see solution at the bottom]
Hallo! Error msg at the bottom, i tried to remove cargo ship from mods folder and both game (and my current saved game) load ok with 0.17.75. Revert to 0.17.74 and things got back OK. So there are some sort of conflict with the new version of factorio.
Failed to load mods: entity prototype «curved-rail» (curved-rail) collision mask does not collide with entity «bridge_crossing» (straight-rail). rail collision mask must collide with all other rails.
bridge_crossing modifications: Cargo Ships
I’ve got a similar error with Bio Industries. Somebody suggested a fix for it in that thread, something similar should apply here.
Looking at the changelog of Factorio 0.17.75, it’s likely that more mods will be affected by this:
Man! You and the other guy solved my problem. Big thank you, i can go on with my save with latest patch.
Solution for this problem (thx to the post above mine and to jamiech1 which posted temp solution at the link provided above):
In the water_rails.lua file in the prototypes folder (cargo ship mod) change the collision mask as shown here:
Thank you guy, i love this community.
Yep, seems to work now. Thanks for finding these lines, I’ve been too tired to look myself and probably shouldn’t play anymore right now. 🙂
It’s a shame that it doesn’t also solve the collision issues with Space Exploration’s railway. Given my group uses both mods quite substantially, this is one problem we sincerely hope gets resolved. Bridges seem to follow their own rules which causes an incompatibility between the two, though other collision issues might be present.
It’s a shame that it doesn’t also solve the collision issues with Space Exploration’s railway.
Uncomment line 6 from prototypes/entity/rail.lua by changing
—«object-layer»,
to
«object-layer»,
That’s basically the same thing that worked here and with Bio Industries. However, I don’t use Space Exploration myself and have no game to test it with, so it may work or not. 🙂
Thank you very much! I didn’t think the solution was so simple.
Hi. I’ve added the «object-layer» but still I get the error.
Here is an img:
https://imgur.com/a/1zt521e
Guys, huge thanks to all of you. Both cargo ships and space exploration mods now work for me and I can play them on the latest version of the game.
After applied these changes it works great with existing maps, Thank you!. But when create a new map the deep sea oil slider doesn’t show up on the resources tab. Does this happen to anyone else?
But when create a new map the deep sea oil slider doesn’t show up on the resources tab. Does this happen to anyone else?
Did you see this far down on the info page?
Deep sea oil does not show on the «generate preview» screen when starting a new game
Guess your issue could be related to that …
Thank you Pi-C for responding, but it doesn’t show on the map during play time. Was aware of the preview screen limitation. On existing map it all works fine yet doesn’t seem to generate on a new map.
Oh well, will wait I guess. If it does appear will update my post.
SpezEdit: So, I spoke too soon. Was hasty and apologize for that. It did generate oil patches in the water, outside of my spawn area. Started a new mainly water map to test it out and didn’t spawn anyplace could see so assumed. You know. On map where added it after the fact had to get some new chunks to spawn and now have deep sea oil patches. Thanks for your understanding.
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