[0.12.10] [kovarex] Assembling machine stalling after removing mod

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Boogieman14
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[0.12.10] [kovarex] Assembling machine stalling after removing mod

Post by Boogieman14 »

Very much a fringe case, but I'm reporting it anyway incase it's easy to fix or indicative of a more serious issue ;)

I started a game with marathon mod, which changes a few basic recipes to require many more resources. At some point I decided to remove the mod, which led to some weird behaviour in one assembling machine. At load time, it still had a few items in both input and output slots. The output got emptied and after that the machine just stalled. Clearing the input slot got it going again. The affected machine is the top copper cables one, second machine directly to the right of the avatar location in the save (at first it's probably just blocked because the next machine is output blocked, but even after that clears it still doesn't do a thing).

Save: https://www.dropbox.com/s/h1d2vdlkvs3n8 ... 9.zip?dl=0
Mods: https://www.dropbox.com/s/wvhfsothh8ekbk3/mods.zip?dl=0
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
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Re: [0.12.10] Assembling machine stalling after removing mod

Post by Rseding91 »

Can you reproduce this in 0.12.16? There where some issues related to mod removal and assembling machines not updating correctly around 0.12.10 that may have caused this.

If you can reproduce it please post :)
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Boogieman14
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Re: [0.12.10] Assembling machine stalling after removing mod

Post by Boogieman14 »

Yep, still happening in 0.12.16. I've updated the mods: https://www.dropbox.com/s/4vzjsmhzp4r70 ... 6.zip?dl=0
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
kovarex
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Re: [0.12.10] [kovarex] Assembling machine stalling after removing mod

Post by kovarex »

Ok, thx for the report, it makes sense.

The assembling machine was marked as "sleeping becuase it doesn't have enough of input", but once the mod configuration changed, it had enough of items suddenly, but it was not awoken.
All of the crafting machines are now awoken on mod configuration change, so the problem is solved.

Fixed for 0.12.17
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