lilstrip wrote: ↑Wed Dec 16, 2020 5:51 pm
Honestly I have no idea how you guys create so many errors with this scenario xD
Oh, we're good at it!
Let me explain...
Having failed to get the scenario working with 1.1 experimental, see previous posts, I decided to wait until 1.1 was stable. I downloaded the v1.1 scenario from the mod portal again and unpacked it in the scenarios folder:
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jonathan@Odin:~/.factorio/scenarios$ md5sum Nauvis-Post-Collapse_1.0.2.zip
19c78bed6c2a6edd6af98b3ceffc8808 Nauvis-Post-Collapse_1.0.2.zip
jonathan@Odin:~/.factorio/scenarios$ ls Nauvis_Post_Collapse_V.1.0_OUTDATED/
blueprint.zip control.lua info.json locale script.dat thumbnail.png
Seeing the name of the unpacked folder, I went back and checked that I really had downloaded v1.1.
As of this morning, my Factorio version is 1.1.21 (build 58049, linux64) on Steam. I have disabled all mods (except Base mod!). Selecting Single Player, New Game and then Nauvis_Post_Collapse_V.1.0_OUTDATED from the Scenarios list, I get the following error message, which is subtly different to the one I used to get, which is progress of some sort
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/home/jonathan/.factorio/temp/currently-playing/control.lua:69: attempt to call field 'add_commands' (a nil value)
stack traceback:
/home/jonathan/.factorio/temp/currently-playing/control.lua:69: in main chunk
Line 69 from control.lua in Nauvis-Post-Collapse_1.0.2.zip:
Control.lua is identical in my pre-Factorio-1.0 NPC saves and in the current Nauvis-Post-Collapse-1.0.2.zip downloaded scenario (CRC32 705a7823, md5sum 47a78346483927be3eecbcef264c4fb6)
Because subtlety is not one of my major faults, I tried just commenting out line 69 (pre-pending two dashes)
As expected, this didn't work, but got further into the startup than before. A window with a lot of information about removed items and obsolete blueprints pops up, then the freeplay window, and then a non-recoverable error (see factorio-current.log attached).
First of all, it seems to me that the removal of all the
crash-site-* entities is a big deal for this scenario - maybe we'd need a mod to put them back? Also there's the
Removed blueprint messages at the end of the Migrated Content dialog (screenshots attached).
TL;DR - I still can't get Nauvis Post-Collapse to work with the final release of Factorio. If I cannot ever go back, I'll have the best memories of exploring all over your fabulous creation, tinged with regret that new players will never have that chance. I know times are hard, and catering for us is not going to be your priority. I've bunged a few quid onto Patreon as a small repayment for many hours of great gameplay.
Jonathan