Mod crash - (0.1.5)
MrWashingToad opened this issue · 11 comments
The mod Spawner alert (0.1.5) caused a non-recoverable error.
Please report this to mod author.
Error while running spawner-alert::on_nth_tick(60)
_ spawner-alert _/control.lua:74: attempt to index field '?' ( a nil value)
stack traceback:
_ spawner-alert /control.lua:74: in function
< spawner-alert _/control.lua:54>
Hi,
Can you please give more insights about the error ?
When does the crash happen ? Can you provide a save so i can reproduce it locally ?
Thanks!
Sure - auto save attached. As soon as pollution ticks over to the biter base near spawn to the West, it crashes.
_autosave3.zip
I loaded save, immediately removed the burner miners and reduced pollution. This allowed another 30-40 min of play. But as soon as I generate pollution to hit that biter spawner, it crashes: (Just now; new autosave
_autosave1.zip
attached)
Can you try to disable then enable the alerts with SHIFT + i ?
Seems to be working after disable and re-enable of alerts - I'll keep puttering around and see if I can get more info on what exactly it's issue is.
I went thru an entire 70+ hour campaign on a railworld map to launching a rocket and had no issues whatsoever with it, started this deathworld, and as soon as pollution was eaten by biter spawner, it would fatal crash.
Normally it shouldn't happen anymore. Disabling/enabling the alerts resets the internal state.
I think i know why you had the crash the first time, its the combination of several (rare) factors.
Anyway, keep me posted if the mod crashes again. I'll keep this issue open.
Once I reset it, had no further issues, got it to where I could see the alerts. Will have to try on another world this one was unsustainable (I screwed up! :D) Great mod though, has saved me several times.
New world; same thing- as soon as pollution ticked the biter-spawner, crashed. Reloaded auto-save, immediately hit Shift + i, and toggled off and on, and no problems since.
Maybe have a help window come up to show people "this is how you use it" and have them auto-toggle on/off, or set it to do that on first load?
Alright, thanks for the additional information.
The mod shouldn't crash in the first place, so adding a help window isn't an actual fix.
The bug will be fixed in the next release!