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[Rseding91] [2.0.29]Opening a ghost with a changed recipe crashes

Posted: Mon Jan 06, 2025 9:43 pm
by PennyJim
I realized a bug in my mod, so I was writing some code to expand a few key ingredients when I opened the game, and then the nearby ghost to check if it worked

It of course, then decided it didn't like that change and crashed :P

Further testing has proven that it's when the number of ingredients specifically increases, does it crash.
Incrementing the mod version in hopes of triggering any sort of migration system doesn't save it from crashing.

So a small mod of

Code: Select all

data:extend{
	{
		type = "recipe",
		name = "test",
		icon = "__core__/graphics/icons/unknown.png",
		icon_size = 64,
		ingredients = {
			{
				type = "item",
				name = "assembling-machine-1",
				amount = 1,
			},
			-- {
			-- 	type = "item",
			-- 	name = "assembling-machine-2",
			-- 	amount = 1,
			-- }
		}
	}
}
  1. Opening said recipe in a ghost assembling machine,
  2. Saving and closing the game,
  3. Uncommenting the second ingredient,
  4. Then reopening the game and that save.
  5. It will now crash the moment you open that ghost.
attached is the save in a state where the attached mod will crash it

Re: [Rseding91] [2.0.29]Opening a ghost with a changed recipe crashes

Posted: Tue Jan 07, 2025 3:06 pm
by Rseding91
Thanks for the report. This is now fixed for the next release.