Search found 8 matches

by Dr_Njitram
Wed Nov 13, 2024 11:46 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [2.0.15] Crash after loading save (Beacon::makeActive)
Replies: 4
Views: 801

Re: [boskid][2.0.15] Crash after loading save (Beacon::makeActive)

Thanks for checking! We removed the beacons and replaced them and that fixed it.
by Dr_Njitram
Wed Nov 13, 2024 4:24 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [2.0.15] Crash after loading save (Beacon::makeActive)
Replies: 4
Views: 801

Re: [2.0.15] Crash after loading save (Beacon::makeActive)

After some testing, can confirm that inserting the item vat brain into the vat computer (a beacon and burner smashed together) causes it to instantly crash.
by Dr_Njitram
Wed Nov 13, 2024 9:24 am
Forum: Resolved Problems and Bugs
Topic: [boskid] [2.0.15] Crash after loading save (Beacon::makeActive)
Replies: 4
Views: 801

[boskid] [2.0.15] Crash after loading save (Beacon::makeActive)

After loading this modded save the game crashes after around 1 minute.
Heavily modded, have also brought it up with the Pyanodons Devs

Link to save:
https://drive.google.com/file/d/1W4geaKaze0rIDs-A2AlW80YMmxAWucQ9/view?usp=sharing

Should be reproducible by loading it and waiting a bit.

Did a ...
by Dr_Njitram
Wed May 10, 2023 1:43 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 323
Views: 186354

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

We are playing a big multiplayer server with a setup that 'forces' mixed beacons: a mod adds small productivity beacons. They are used together with regular beacons filled with speed modules.
There is currently not a way to accommodate this in helmod.

Would it be possible to add a way to have more ...
by Dr_Njitram
Wed May 10, 2023 8:29 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 156
Views: 170754

Re: [MOD 1.1] Sea Block Pack 0.5.12

We are having some issues with compatibility with an older beacon mod. (https://mods.factorio.com/mod/beacon-overhaul)
It introduces the overloading mechanic from space exploration, but the higher tier beacons in the current seablock pack provide only downsides.

The amount of module slots ...
by Dr_Njitram
Thu May 04, 2023 10:56 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1492826

Re: Bugs & FAQ



Having three recipes that produce "something went wrong", all are catalyzed ore recipes. I think the products are supposed to be Manganese, Chromium, unsure about third.


That all looks as expected. In FNEI's settings, untick "Show hidden recipes".

Whats the reasoning behind having them ...
by Dr_Njitram
Thu May 04, 2023 10:17 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1492826

Re: Bugs & FAQ

Having three recipes that produce "something went wrong", all are catalyzed ore recipes. I think the products are supposed to be Manganese, Chromium, unsure about third.

Modpack is seablock plus some stuff, all up to date.
https://cdn.discordapp.com/attachments/349568663910744064 ...
by Dr_Njitram
Sat Feb 25, 2023 7:40 pm
Forum: 1 / 0 magic
Topic: [1.1.76] Error saving into crash: "vector<T> too long"
Replies: 1
Views: 851

[1.1.76] Error saving into crash: "vector<T> too long"

When trying to save the heavily modded save i get an error: vector<T> too long.
I was not able to reproce the error, so unsure what actually caused it since a vector is very very unlikely to be too long in a 64 bit title.

Attached is the log, dump and working save file regardless.

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