When I try to load the game with that mod I get this error:
07-22-2025, 16-18-15.png
Additionally, several of the mods in the save are not available on the mod portal meaning even if it didn't error on that mod, I wouldn't be able to load the save to test it without skipping the missing mods ...
Search found 15879 matches
- Tue Jul 22, 2025 8:18 pm
- Forum: Pending
- Topic: [2.0.60] Crash on certain tick
- Replies: 3
- Views: 124
- Tue Jul 22, 2025 1:53 pm
- Forum: Duplicates
- Topic: [2.0.55] Crash "EntityGhost is not buildable"
- Replies: 1
- Views: 196
Re: [2.0.55] Crash "EntityGhost is not buildable"
Thanks for the report. this is a duplicate of 129388
- Mon Jul 21, 2025 11:07 pm
- Forum: Implemented mod requests
- Topic: Agriculture Tower On Events
- Replies: 3
- Views: 173
Re: Agriculture Tower On Events
I've added agricultural tower events on_tower_planted_seed, on_tower_pre_mined_plant, and on_tower_mined_plant for the next release.
- Mon Jul 21, 2025 9:40 pm
- Forum: Modding interface requests
- Topic: Allow containers with inventory type "with_custom_stack_size" to have filters
- Replies: 2
- Views: 156
Re: Allow containers with inventory type "with_custom_stack_size" to have filters
A small note: there's nothing to "allow" currently - that inventory type simply does not exist in the engine. So this is more: "design, write tests for, and implement inventory with custom stack size and filters for modding use".
- Mon Jul 21, 2025 8:17 pm
- Forum: Minor issues
- Topic: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
- Replies: 3
- Views: 236
Re: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
Looking into this more, the reason the event doesn't fire is due to a technicality: the selected entity has not changed on the controller - just the active controller changed. The remote controller - in its inactive state - still has that entity selected.
However, I can't add the event when exiting ...
However, I can't add the event when exiting ...
- Mon Jul 21, 2025 4:27 pm
- Forum: Minor issues
- Topic: [2.0.60] Spidertron renders behind Cargo Landing Pad
- Replies: 2
- Views: 94
Re: [2.0.60] Spidertron renders behind Cargo Landing Pad
Thanks for the report however we aren't likely to do anything about this. The entire game fakes 3D using 2D sprites, and with a fixed number of render layers we end up with issues like this where "part of entity A is supposed to be above X, Y, Z" while also having "part of entity B is supposed to be ...
- Sun Jul 20, 2025 5:34 pm
- Forum: Technical Help
- Topic: Crash upon running headless server with Space Age
- Replies: 3
- Views: 159
Re: Crash upon running headless server with Space Age
The log says “device or resource busy” as the crash reason, but much is odd but maybe indicates that you already have the game open when trying to start the server with the same write data directory?
- Sun Jul 20, 2025 3:02 pm
- Forum: Won't fix.
- Topic: [2.0.60] Coal does not spawn outside the starting area on Vulcanus under certain settings
- Replies: 1
- Views: 213
Re: [2.0.60] Coal does not spawn outside the starting area on Vulcanus under certain settings
Thanks for the report however I don’t consider this worth changing. This is a classic case of “just don’t do that”
- Sun Jul 20, 2025 2:59 pm
- Forum: Pending
- Topic: [2.0.57] Crash when trying to clone rolling stock
- Replies: 3
- Views: 235
Re: [2.0.57] Crash when trying to clone rolling stock
It’s checking that the speed is 0 or the doors are closing. It’s never supposed to have the doors in the opening state when moving.
- Sun Jul 20, 2025 1:49 pm
- Forum: Minor issues
- Topic: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
- Replies: 3
- Views: 236
Re: [2.0.60] Leaving remote map view does not raise on_selected_entity_changed
I suspect this will be a case of “won’t fix”/“not a bug”. There are a handful of cases where the engine suppresses lua events because it is not and cannot reasonably be setup to handle if some mod did something annoying during the event.
Exiting remote view can happen for one of many reasons - such ...
Exiting remote view can happen for one of many reasons - such ...
- Sat Jul 19, 2025 6:33 pm
- Forum: Resolved for the next release
- Topic: [2.0.60] Cloning area that includes silo, rocket, and cargo pod results in cargo pod not properly associated to rocket
- Replies: 3
- Views: 216
Re: [2.0.60] Cloning area that includes silo, rocket, and cargo pod results in cargo pod not properly associated to rock
Looking into this report vs the other one you're correct. This is now fixed for the next release.
- Sat Jul 19, 2025 2:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
- Replies: 6
- Views: 299
Re: [2.0.60] Capture of ALT MOUSE-WHEEL-UP and DOWN not working
Thanks for the report however after reading your posts here I have no idea what it is you're thinking is actually broken.
Do you have some steps to do, where an action happens that you think should not happen?
Your save file has the player in the god controller with cheat_mode = true. So alt ...
Do you have some steps to do, where an action happens that you think should not happen?
Your save file has the player in the god controller with cheat_mode = true. So alt ...
- Fri Jul 18, 2025 10:15 pm
- Forum: Gameplay Help
- Topic: Did circular belts always halt on full load?
- Replies: 4
- Views: 356
Re: Did circular belts always halt on full load?
To get back to OP's question: Did circular belts always halt on full load?
I don't think so. At least I remember countless situations where the items would keep circulating even is the belt was completely filled. I also remember this behavior changing at a certain point. This was 4 years ago or ...
- Fri Jul 18, 2025 5:41 pm
- Forum: Duplicates
- Topic: Productivity bonus applied slightly too late
- Replies: 2
- Views: 161
Re: Productivity bonus applied slightly too late
We used to have some form of that, and it generated other issues and was eventually removed. There is no system that will work except using a slower data type that can store repeating fractions in full precision. No binary type supports that and at some point fails to properly sore 1/3rd and you ...
- Thu Jul 17, 2025 10:52 pm
- Forum: Pending
- Topic: [2.0.60] performence problums when holding a item
- Replies: 6
- Views: 306
Re: [2.0.60] performence problums when holding a item
There are map version changes in most releases that make it impossible to revert saves.
- Thu Jul 17, 2025 10:22 pm
- Forum: Technical Help
- Topic: [2.0.60] Loading sprites takes very long on MacOS
- Replies: 6
- Views: 277
Re: [2.0.60] Loading sprites takes very long on MacOS
There were some changes to the “render in native resolution” default which for Mac’s can have a significant impact on performance.
- Thu Jul 17, 2025 9:00 pm
- Forum: Gameplay Help
- Topic: Did circular belts always halt on full load?
- Replies: 4
- Views: 356
Re: Did circular belts always halt on full load?
Yes. They stop because the way belt movement works is: go to the front of the belt and try to move the items forward. In a loop on a full belt they can’t move forward because there are items in the way (the items on the back of the belt) and so it can’t do anything and stops trying to do anything ...
- Thu Jul 17, 2025 6:32 pm
- Forum: Not a bug
- Topic: [2.0.60] The Jellynut and Destroyer capsule share a usage cooldown.
- Replies: 2
- Views: 153
Re: [2.0.60] The Jellynut and Destroyer capsule share a usage cooldown.
Thanks for the report however all capsules share a cooldown with each other.
- Thu Jul 17, 2025 4:45 pm
- Forum: Resolved Requests
- Topic: [2.0.60] LuaItemPrototype::flags is optional
- Replies: 1
- Views: 157
Re: [2.0.60] LuaItemPrototype::flags is optional
I've changed it for the next release so it will always push a table.
- Thu Jul 17, 2025 3:54 pm
- Forum: Not a bug
- Topic: [2.0.55] Fuel for locomotives cannot be inserted in remote view
- Replies: 1
- Views: 177
Re: [2.0.55] Fuel for locomotives cannot be inserted in remote view
Thanks for the report however I'm going to decide that this is not a bug. Remote quick-insertion of fuel ghosts was as far as I know never a intended or designed game feature and as such this is working correctly.
There is no clear answer for how it should work for something like a furnace where ...
There is no clear answer for how it should work for something like a furnace where ...