Had this crash with Actual Crafting Time mod, but only when accessing the pump jack (also commented on ACT forum)
Search found 18 matches
- Wed Jun 19, 2019 11:03 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 190267
- 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...
- 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...
- 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...
- 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...
- 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
- 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:
These are the other mods I am running (with TBaA disabled):
These are the other mods I am running (with TBaA disabled):
- Wed Mar 13, 2019 3:45 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 588538
- 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 ...
- 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...
- 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...
- 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...
- Fri May 18, 2018 1:03 pm
- Forum: Resolved Problems and Bugs
- Topic: Crash on load
- Replies: 11
- Views: 3789
Re: Crash on load
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.Loewchen wrote:did you open the changelog at time of the error?
- 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.
- 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.
- 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.
- 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...
- 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...