[0.18.24] Tile blueprint issue, mod not raising events properly

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GalaxyWide
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[0.18.24] Tile blueprint issue, mod not raising events properly

Post by GalaxyWide »

When I try to place any blueprint that contains tiles, I get 2 messages shown below:


"You're playing with a naughty mod that isn't raising events properly. Tile is missing from the built tile event."
naughty mod.PNG
naughty mod.PNG (193.21 KiB) Viewed 959 times


and


"The road network will probably be broken now if you were doing anything with road tiles."
bad road.PNG
bad road.PNG (200.52 KiB) Viewed 959 times


I have to hit tab to clear each one, and when placing a large blueprint that would mean hitting tab several thousand times, since unfortunately holding tab does not work.

My mod list shown below:
mod list.PNG
mod list.PNG (90.62 KiB) Viewed 959 times


My log file is attached.

Is there a way to tell which mod is the problem, since I assume the mod author needs to be contacted? I searched but didn't find any reference to this particular error message.
Attachments
factorio-current.log
(20.56 KiB) Downloaded 64 times

GalaxyWide
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Re: [0.18.24] Tile blueprint issue, mod not raising events properly

Post by GalaxyWide »

I removed Transport Drones and the issue is now fixed.

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Klonan
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Re: [0.18.24] Tile blueprint issue, mod not raising events properly

Post by Klonan »

GalaxyWide wrote:
Sun May 17, 2020 4:01 pm
I removed Transport Drones and the issue is now fixed.
You should remove the mod that was being naughty, which is most likely creative mod.

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