Search found 108 matches

by Stringweasel
Mon Mar 15, 2021 9:13 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
Replies: 8
Views: 2560

Re: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }

I figured out the interaction that breaks the saving operation! Or corrupts the pole neighbours. Before this interaction the game saves fine, and after the interaction, the game crashes with the attached log file. You can use the same Fluidic Power mod file I supplied in the initial post. The intera...
by Stringweasel
Mon Mar 15, 2021 6:00 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
Replies: 8
Views: 2560

Re: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }

Hello Lou! Thanks for taking the time to look at this. a) Just to make sure I understand you correctly. There's a list of connections for each pole, and the error would be thrown if the list looks like [NULL, NULL, connection]? You obviously want all connections in the first elements of the list. Th...
by Stringweasel
Mon Mar 15, 2021 6:13 am
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }
Replies: 8
Views: 2560

[Lou][1.1.27] Error ElectricPole.cpp:1371: Zero cnnection before non-zero in "..." at { }

Hello! I ran into this hard crash that happens during multiplayer while saving using an unreleased version of my Fluidic Power mod. I'm fairly certain the hard crash is caused by my mod, but I'm under the impression a mod should not easily be able to hard-crash Factorio. So what happened: Happened w...
by Stringweasel
Thu Nov 26, 2020 9:34 am
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Main menu background simulation doesn't run mods' control.lua but runs lua migrations
Replies: 7
Views: 1850

Re: [1.1.0] Main menu background simulation doesn't run mods' control.lua but runs lua migrations

I've changed it so migrations don't run in simulations for the next release.
@Rseding91 will migrations be disabled for menu simulations saves inside mod folders as well?
by Stringweasel
Thu Nov 26, 2020 6:49 am
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Modded Menu Simulations freezes game
Replies: 1
Views: 968

[1.1.0] Modded Menu Simulations freezes game

Hello! Sometimes a modded menu simulation will freeze the game on startup. Typically the simulation will run for half a second and then freeze. This also freezes the entire game, and the main menu becomes unresponsive. I have to kill the process using Task Manager. I usually fix this by: Open the sa...
by Stringweasel
Wed Nov 25, 2020 11:24 am
Forum: Resolved Problems and Bugs
Topic: [posila] [1.1.0] Menu Simulation Mod not working when zipped
Replies: 3
Views: 2076

[posila] [1.1.0] Menu Simulation Mod not working when zipped

Hello! I wrote a mod that adds custom menu simulations, and it works (quite beautifully). But, when I zip the mod it stops working. It doesn't crash or anything. At the main menu I'm simply met with an error message that reads: File D:/Games/Factorio/Factori0_x64_1.1.1/Factorio_1.1.1/temp/currently-...
by Stringweasel
Tue Mar 26, 2019 5:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.20] Game crash when opening Blueprint library
Replies: 16
Views: 2928

Re: [0.17.20] Game crash when opening Blueprint library

This just happened to me as well in a purely vanilla game. It's seems that it is a known issue, but here is my save and dump anyway.

Also, I've been playing experimental for 5 years now, and this is the first time it crashed on me :D
by Stringweasel
Fri Mar 22, 2019 10:49 am
Forum: Resolved Problems and Bugs
Topic: [wheybags]Image codes's length not correctly considered for train station names
Replies: 13
Views: 6285

Re: [wheybags]Image codes's length not correctly considered for train station names

Ideally the intuitive behaviour would be for the limit to apply to the rendered characters (ie icons) rather than the source "script" since any alternative is going to allow either ridiculously long text only names or far shorter icon names, but the realist in me says the code is probably...

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