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Re: [Mod 0.11.22] CyberChest 0.8.0

Posted: Fri Jun 05, 2015 10:16 am
by Wiloxe
After updating from 0.7.0 to 0.8.0 the game crashes whenever loading an old save game.
However the game won't crash directly but give's me an error that i can share with you.
Image
New worlds will still work tho. An fix would make me happy :)
Btw awesome mod! Keep up the good work!

Re: [Mod 0.11.22] CyberChest 0.8.0

Posted: Fri Jun 05, 2015 12:16 pm
by SigmatroN
Wiloxe wrote:After updating from 0.7.0 to 0.8.0 the game crashes whenever loading an old save game.
However the game won't crash directly but give's me an error that i can share with you.
Image
New worlds will still work tho. An fix would make me happy :)
Btw awesome mod! Keep up the good work!
Thanks. Conditions for this bug should be very specific, I believe. It's kinda hard for me to reproduce. But, I reuploaded fixed version. See if this helps.

Re: [Mod 0.11.22] CyberChest 0.8.0

Posted: Mon Jun 08, 2015 11:04 pm
by diddlydum2
Hey, I LOVE this mod, but unfortunately I had an error with it - it says "__CyberChest__/script/cyberchest.lua:33: LuaEntity doesn't contain key remove", do you know what might have caused this issue?

Re: [Mod 0.11.22] CyberChest 0.8.0

Posted: Tue Jun 09, 2015 5:36 pm
by SigmatroN
diddlydum2 wrote:Hey, I LOVE this mod, but unfortunately I had an error with it - it says "__CyberChest__/script/cyberchest.lua:33: LuaEntity doesn't contain key remove", do you know what might have caused this issue?
Unfortunately, I don't know. This part of the mod was like that from the beggining, and I never encountered an error like that. Is the bug persistent or occasional? If it is persistent can you try to isolate problematic chest by removing them one by one?
Edit: After thinking about it, I came to a conclusion that this might happen if there is an item, you trying to produce, that requires more that one stack of some ingredient.. Although this sounds almost impossible, the very bug itself is pretty rare

Re: [Mod 0.11.22] CyberChest 0.8.0

Posted: Wed Jun 10, 2015 7:47 am
by diddlydum2
SigmatroN wrote:
diddlydum2 wrote:Hey, I LOVE this mod, but unfortunately I had an error with it - it says "__CyberChest__/script/cyberchest.lua:33: LuaEntity doesn't contain key remove", do you know what might have caused this issue?
Unfortunately, I don't know. This part of the mod was like that from the beggining, and I never encountered an error like that. Is the bug persistent or occasional? If it is persistent can you try to isolate problematic chest by removing them one by one?
Edit: After thinking about it, I came to a conclusion that this might happen if there is an item, you trying to produce, that requires more that one stack of some ingredient.. Although this sounds almost impossible, the very bug itself is pretty rare
Okay, I might have caused it by slightly abusing the mod. :oops: The cyberfusion upgrades basically work as having extra speed modules for free, so I wanted to get a superfast assembler. However, when I paired it with dytech's level 5 assembler, it was making circuits so quick that the cyberchest couldn't keep up. To fix this, I just put down the cyberchest beside the assembler, set it to make green circuits, and then ignored it and used very fast inserters to move things in and out of the assembler. I tried to use the same method for red circuits and it broke whenever the copper cables in it filled up.

The cyberchest was full of wire at the time, if that helps

Also, I'm in the middle of my exams right now, so I've not really got so much time for factorio, but I will try and give you more information if you need it.

Edit: After looking at someone else's post I think I figured out images.
Image 1
Image 2

Re: [Mod 0.11.22] CyberChest 0.8.0

Posted: Wed Jun 10, 2015 11:33 am
by SigmatroN
diddlydum2 wrote:
SigmatroN wrote:
diddlydum2 wrote:Hey, I LOVE this mod, but unfortunately I had an error with it - it says "__CyberChest__/script/cyberchest.lua:33: LuaEntity doesn't contain key remove", do you know what might have caused this issue?
Unfortunately, I don't know. This part of the mod was like that from the beggining, and I never encountered an error like that. Is the bug persistent or occasional? If it is persistent can you try to isolate problematic chest by removing them one by one?
Edit: After thinking about it, I came to a conclusion that this might happen if there is an item, you trying to produce, that requires more that one stack of some ingredient.. Although this sounds almost impossible, the very bug itself is pretty rare
Okay, I might have caused it by slightly abusing the mod. :oops: The cyberfusion upgrades basically work as having extra speed modules for free, so I wanted to get a superfast assembler. However, when I paired it with dytech's level 5 assembler, it was making circuits so quick that the cyberchest couldn't keep up. To fix this, I just put down the cyberchest beside the assembler, set it to make green circuits, and then ignored it and used very fast inserters to move things in and out of the assembler. I tried to use the same method for red circuits and it broke whenever the copper cables in it filled up.

The cyberchest was full of wire at the time, if that helps

Also, I'm in the middle of my exams right now, so I've not really got so much time for factorio, but I will try and give you more information if you need it.

Edit: After looking at someone else's post I think I figured out images.
Image 1
Image 2
Looks like, Somebody up there likes you. :D When you posted your first post, I was in the middle of solving that "keep up" problem of your's. Just use new tech and you should be good.

Re: [Mod 0.11.22] CyberChest 0.8.0

Posted: Wed Jun 10, 2015 2:46 pm
by diddlydum2
SigmatroN wrote:
Looks like, Somebody up there likes you. :D When you posted your first post, I was in the middle of solving that "keep up" problem of your's. Just use new tech and you should be good.
Thanks! Just use version 0.90?

In the end, I realized that I can press escape instead of OK, which gets rid of the error message without quitting to the main menu. It doesn't seem to have any ill-effects ... yet. ;)

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Sat Jul 18, 2015 7:18 am
by mfazza
Hi everyone...

I just used your mod for the first time yesterday. Unfortunately I got an error, every time, when I attach a yellow assembly (mk II?) to the cyberchest. So I decided to analyse this and mentioned, that i use the 0.7.0-Version (in Shadow Mega Mod Pack) and just updated it to 0.9.0. Unfortunately, I now get the attached error, just a few seconds after reloading my savegame. Do you have an idea, what's the problem? Do you need some more informations?

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Sun Jul 19, 2015 9:49 am
by GyroByte
0.12 please :D

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Sun Jul 19, 2015 12:19 pm
by DreamSmith
Is there any way to increase the logistics box limit?

I'm trying to make DyTeck Sci 3 in one machine but there isn't enough requester slots to add the large ingredient base.

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Mon Jul 20, 2015 4:23 pm
by jorgenRe
i i....i cant resist i need to trye it out, but no 0.12.0 release :O!
I must....Update it :twisted: !
I'm so sorry....I just couldn't resist :cry:
----Download may soon be here----(its very broken atm...)
Update 2
Well it can change what it wants the adjacent assembler to do....But it doesnt transfer items between them....
at the very least Its not crashing the game at anymore :lol:
Update 3
Its working :D!
Wohoo im the only person with functional multiassemplers in Factorio 0.12 8-) !
Ok...Im not going to be keeping it for myself when considering i spent 1.5 hours fixing this mod ;)!
So here is the download...Enjoy!

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Thu Jul 23, 2015 12:30 pm
by mfazza
I solved my problem (4 posts above) with removing all CyberChests before I upgraded the CyberChest-Mod. Now it works.

But I don't understand the advantage of the requester-functionality... I use one of the cyberchests for green science packs and i want to have them in a red chest. But now my robots will always fly them back in the cyberchest while the smart inserter will take em out again and again and again (instead of bringing them to the blue requester chests in front of my science labs). Where's my fault?

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Sat Jul 25, 2015 9:26 pm
by SigmatroN
Oops! Sorry guys, haven't played factorio in a while. Nice job, doing that 0.12 port. I'll check it out and put you into the acknowledgements. :D
But I don't understand the advantage of the requester-functionality... I use one of the cyberchests for green science packs and i want to have them in a red chest. But now my robots will always fly them back in the cyberchest while the smart inserter will take em out again and again and again (instead of bringing them to the blue requester chests in front of my science labs). Where's my fault?
If you don't want robots to haul produced items into the chest, try to set bar on their slots (as far as i remember). Or look at update 8.0, 9.0 spoilers in the original post for solution.
Please proceed into the new topic: https://forums.factorio.com/forum/vie ... 93&t=14091

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Mon Mar 21, 2016 8:56 pm
by slothman320
This really needs updated

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Wed May 18, 2016 7:09 pm
by Killerwowlf
did you upgrade CyberChest to v0.12.xx ?

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Wed May 18, 2016 7:31 pm
by Killerwowlf
it does not work.

it opens a window and stands there

__CyberChest __ / Control.lua : 2 :
__CyberChest __ / Script / cyberchest.lua : 4 :
attempt to index global 'game' (a nil value)

pls help ^^

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Thu May 26, 2016 9:26 pm
by sasaa_86
Killerwowlf wrote:it does not work.

it opens a window and stands there

__CyberChest __ / Control.lua : 2 :
__CyberChest __ / Script / cyberchest.lua : 4 :
attempt to index global 'game' (a nil value)

pls help ^^

the problem is in this line:

surface = game.surfaces['nauvis']
tried in 0.12.33
anybody know a fix?

greets SaSaa

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Sun Oct 09, 2016 5:33 pm
by aklesey1
Whether there is a mod performing the same functions but for version 0.14 ?

Re: [Mod 0.11.22] CyberChest 0.9.0

Posted: Thu Oct 13, 2016 3:01 pm
by jorgenRe
sasaa_86 wrote:
Killerwowlf wrote:it does not work.

it opens a window and stands there

__CyberChest __ / Control.lua : 2 :
__CyberChest __ / Script / cyberchest.lua : 4 :
attempt to index global 'game' (a nil value)

pls help ^^

the problem is in this line:

surface = game.surfaces['nauvis']
tried in 0.12.33
anybody know a fix?

greets SaSaa
The problem i believe is due to it accessing game. whilst loading the game. Something that was a bad thing to do so the devs stopped it from being possible. The fix is to simply set the surface whilst the game is running. As in when a cyberchest is placed.

Basically fix the file: cyberchest.lua and pass the surface to each function that uses it.