Search found 108 matches
- 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...
- 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...
- 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...
- 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
@Rseding91 will migrations be disabled for menu simulations saves inside mod folders as well?I've changed it so migrations don't run in simulations for the next release.
- 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...
- 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-...
- 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
Also, I've been playing experimental for 5 years now, and this is the first time it crashed on me

- 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...