Search found 18 matches

by Alluvial
Wed Jun 19, 2019 11:03 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 190267

Re: pY Petroleum Handling

Had this crash with Actual Crafting Time mod, but only when accessing the pump jack (also commented on ACT forum)
Screen Shot 2019-06-19 at 1851.35.png
Screen Shot 2019-06-19 at 1851.35.png (127.4 KiB) Viewed 5339 times
by Alluvial
Mon Apr 29, 2019 1:08 am
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 190267

Re: pY Petroleum Handling

Should have given a file name and line number with that error. Also make sure its actually between just py and peppe. kingarthur: OK, did the tests you proposed. Here are the results. 1) just Peppe's mod just longer undergrond.png launched fine 2) pyPH and dependancies only just pyPH and deps.png l...
by Alluvial
Sun Apr 28, 2019 4:58 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 190267

Re: pY Petroleum Handling

When loading pyPH with Peppe's Longer Underground Belt (Aligned) mod. Peppe's mod fails to load due to an attempt to index a nil field. Some other mods that break with py modules installed due so because they assume vanilla; a bad assumption, and they should break if py has changed something. Diggin...
by Alluvial
Fri Apr 19, 2019 4:20 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 588538

Re: pY Coal Processing - Discussion

Fix provided. Still I would hope that it can be considered as an official compatibility fix to the mod in a future update. Thanks, but it's not a great fix, just a hack to get my game running again. It takes away the small iron electric pole as an ingredient so there is no way to reuse them anymore...
by Alluvial
Wed Apr 17, 2019 7:04 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 588538

Re: pY Coal Processing - Discussion

Hello, fellows. Since updating from the 0.17.22 to the .31, I am getting this error Failed to load mods: Error while running setup for recipe prototype "big-electric-pole" (recipe): Duplicate item ingredients are not allowed (copper cable exists 2 or more times) Sokitas, I had the same pr...
by Alluvial
Tue Apr 02, 2019 11:00 pm
Forum: PyMods
Topic: Pymods compatibility Mod
Replies: 81
Views: 50981

Re: Pymods compatibility Mod

deadlock: circuit 1; distillation unit; chipshooter factory
by Alluvial
Sun Mar 17, 2019 12:20 pm
Forum: PyMods
Topic: Pymods compatibility Mod
Replies: 81
Views: 50981

Re: Pymods compatibility Mod

TBaA is not loading with this error message:
error message.png
error message.png (66.51 KiB) Viewed 6705 times


These are the other mods I am running (with TBaA disabled):
other mods.png
other mods.png (280.18 KiB) Viewed 6705 times
by Alluvial
Wed Mar 13, 2019 3:45 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 588538

Re: pY Coal Processing - Discussion

Lurve wrote: ↑
Wed Mar 13, 2019 2:52 pm

Sounds like Bioindustries's problem for locking starting items behind tech.
Perhaps, although Pyanodon seems to have tried to keep his mod set compatible with BioIndustries so I thought it was worth reporting to him.
by Alluvial
Wed Mar 13, 2019 1:30 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 588538

Re: pY Coal Processing - Discussion

Thank you for the quick assessment and response. I didn't expect you to be so active on the forum. I'm not sure what you are claiming about pipes being unlocked at the start? With BioIndustries mod installed the player has access to wood pipes at the beginning: crafting screen at game start.png and ...
by Alluvial
Tue Mar 12, 2019 1:34 pm
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 588538

Re: pY Coal Processing - Discussion

apologies if this has already been reported. Using 0.17 with mods including BioIndustries I am stuck using console commands to enable the Fluid handling tech because pipes are needed to build some of the buildings needed to level one beakers. bioIndustries gives the ability to make wooden pipes at g...
by Alluvial
Sun May 20, 2018 7:13 pm
Forum: Resolved Problems and Bugs
Topic: Crash on load
Replies: 11
Views: 3789

Re: Crash on load

with bio industries enabled - loaded old save - OK - saved then reloaded new save - freeze with bio industries disabled - loaded frozen save - OK - saved (renamed) then reloaded - OK with bio industries reenabled - loaded renamed save - OK (many objects removed) - saved and reloaded renamed save - O...
by Alluvial
Sat May 19, 2018 1:45 pm
Forum: Resolved Problems and Bugs
Topic: Crash on load
Replies: 11
Views: 3789

Re: Crash on load

Not sure why this froze but the situation was a little different. Had been playing testing out a different factory layout. Made a save before making changes. Layout ideas didn't work so tried to reload save point. This is when crash occurred. Older autosaves will load but if I save again, even witho...
by Alluvial
Fri May 18, 2018 1:03 pm
Forum: Resolved Problems and Bugs
Topic: Crash on load
Replies: 11
Views: 3789

Re: Crash on load

Loewchen wrote:did you open the changelog at time of the error?
No, never touched the change log file. I don't think I updated Bio-industries or any other mod between launch attempts either. I did update it over the weekend though, before these load issues started happening.
by Alluvial
Fri May 18, 2018 1:41 am
Forum: Resolved Problems and Bugs
Topic: Crash on load
Replies: 11
Views: 3789

Re: Crash on load

Spoke too soon. Had two more successful loads for some short play before and after dinner. Just tried to load again and got another crash/freeze.
by Alluvial
Thu May 17, 2018 5:06 pm
Forum: Resolved Problems and Bugs
Topic: Crash on load
Replies: 11
Views: 3789

Re: Crash on load

Just checked again over lunch, loaded successfully. I would consider this report resolved unless some dev wants to dig deeper.
by Alluvial
Thu May 17, 2018 12:16 pm
Forum: Resolved Problems and Bugs
Topic: Crash on load
Replies: 11
Views: 3789

Re: Crash on load

Downloaded 16.43 and tested. Launched fine (1 time). Working now so will test additional times after work to be sure.
by Alluvial
Thu May 17, 2018 2:10 am
Forum: Resolved Problems and Bugs
Topic: Crash on load
Replies: 11
Views: 3789

Crash on load

second time today. at first thought it was new mod (color picker 0.16). Disabled mod and launched OK once. Launching a second time (color picker still disabled) crashed again. Crash occurred after clicking load but before and loading info was being displayed. This was not a crash to desktop but a cr...
by Alluvial
Sun May 06, 2018 5:19 pm
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 51950

Re: [MOD 0.16.x] BeltSorter 0.5.4

I was able to fix it locally by changing on libs/control/gui.lua, L125 if openGui == nil and openEntity ~= nil then playerOpenGui(player,playerData,openEntity) end to if openGui == nil and playerData.openEntity ~= nil then playerOpenGui(player,playerData,playerData.openEntity) end Made the same cha...

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