[0.11.16] [kovarex] Gui still shows when mod is disabled
[0.11.16] [kovarex] Gui still shows when mod is disabled
If you delete a mod, all gui elements in old saves are hidden.
But if you simply disable a mod, and load an old save, the gui is still visible.
But if you simply disable a mod, and load an old save, the gui is still visible.
Re: [0.11.16] Gui still shows when mod is disabled
Yes, great find, and potentially problem with big desync potential. Thank you for the report.
Fixed for 0.11.17
Fixed for 0.11.17
Re: [0.11.16] Gui still shows when mod is disabled
looks not very well fixed or the described problem is not the same.
just taken screens ... Screen-1 - Screen Mod-Liste
no TimeButtons or Ressource-Mod
just taken screens ... Screen-1 - Screen Mod-Liste
no TimeButtons or Ressource-Mod
Re: [0.11.16] Gui still shows when mod is disabled
I will take a look.
Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
Well I wasn't able to get these mods as they are outdated, so I tested it with my custom simple mod, and it worked properly. So I'm moving it to pending until reproducible scenario is found.
Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
outdated how ? a new version comes out that claimes removes old gui-ghosts. a newer mod-version until then makes only newer gui-ghosts. if no mods found the game should drop back into basic-gui and not show more. this would suggest the mods are in savegame stored and can't removed without traces.
so i'am the bad guy again ...
no mods ... and somehow a gui-fragment still lives
a possible good solution is to say - i should delete the savegame and forget this.
and here the savegames ...
Savegame 1
Savegame 2
so i'am the bad guy again ...
no mods ... and somehow a gui-fragment still lives
a possible good solution is to say - i should delete the savegame and forget this.
and here the savegames ...
Savegame 1
Savegame 2
Last edited by YuokiTani on Mon Mar 16, 2015 4:01 pm, edited 1 time in total.
Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
Or you could give kovarex the save so he can reproduce it.
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Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
and a zipped up copy of all your mods.
Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
YuokiTani wrote: no mods ... and somehow a gui-fragment still lives
i give up ...bobingabout wrote:and a zipped up copy of all your mods.
the screens also show no mods - thats because i made them. if there mods then they can seen in info-lines.
i have no problem with this - i'am stumbled from other post to here.
i can play my old/current savegames with gui-ghosts - thats all i need.
Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
The point is that in order to have GUI fragments left, you must have had mods installed previously to make them.YuokiTani wrote:i give up ...
the screens also show no mods - thats because i made them. if there mods then they can seen in info-lines.
No one's trying to say that you still have mods installed.
Those previously installed mods (and the save) are what the devs need to be able to reproduce this.
Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
The opposite also happens when you load a s/g that you started before adding a mod and you get the mod items in recipe view disabled - there is the mod called "canister" or "I hate barrels" where you can store all liquids in canisters - my first (old from 0.11.8) map loads with the symbols for them but I can't make them by hand or assembler...
Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
That is strange as the "R" button doesn't seem to belong to any mod. Do you know which mod created the button?
Or even better, do you know any mod, that when applied to existing game, and then removed again leaves the gui fragments behind?
Or even better, do you know any mod, that when applied to existing game, and then removed again leaves the gui fragments behind?
Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
Ok, so here is the conclusion.
- The R is the minimised resource monitor mod button
- When I add and remove the mod, it is removed properly.
- the mod owner of this particular button in your save isn't saved properly because of some previous errors. You can remove it manually using this command
Code: Select all
/c game.player.gui.top.resourceMonitorMinimized.destroy()
Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
gui-ghosts is just a visual side-effect
factorio + mod (with error) -> played some time -> savegame
removed mod from folder = load savegame (error contine doing error stuff / or crash game) without mod
what i expect is, remove mod = load savegame -> save game = all mod-relations gone (physical removed from savegame) because i don't activate this mod later so i don't need mod-variables in savegame anymore. if i activate the mod again i expect a reseted mod-values and not a contine.
i expected a savegame-build like
- factorio basic = value, value ...
- mod xx = value, value ...
- mod yz = value, value ...
on load if mod xx active -> load values, if not ignored -> the next savegame has no more mod yz - values because not loaded previous.
to anwser the questions post before.
if i remember correct RessourceMonitor & Timebuttons, added & removed Summer 2014 - not sure 9.8 or 10.X started these savegames - but in the savegame itself maybe you can read/find a history.
TimeButtons-ghost still live in 11.19, a world from 9.8 with removed DyTech crash's always at same place 10.X works, 11.X crashs (i think is a removed object somewhere at this place), and other removed mod still creates new entities every ~10 sec ...
factorio + mod (with error) -> played some time -> savegame
removed mod from folder = load savegame (error contine doing error stuff / or crash game) without mod
what i expect is, remove mod = load savegame -> save game = all mod-relations gone (physical removed from savegame) because i don't activate this mod later so i don't need mod-variables in savegame anymore. if i activate the mod again i expect a reseted mod-values and not a contine.
i expected a savegame-build like
- factorio basic = value, value ...
- mod xx = value, value ...
- mod yz = value, value ...
on load if mod xx active -> load values, if not ignored -> the next savegame has no more mod yz - values because not loaded previous.
to anwser the questions post before.
if i remember correct RessourceMonitor & Timebuttons, added & removed Summer 2014 - not sure 9.8 or 10.X started these savegames - but in the savegame itself maybe you can read/find a history.
TimeButtons-ghost still live in 11.19, a world from 9.8 with removed DyTech crash's always at same place 10.X works, 11.X crashs (i think is a removed object somewhere at this place), and other removed mod still creates new entities every ~10 sec ...
Re: [0.11.16] [kovarex] Gui still shows when mod is disabled
You should close Thread if the problem "solved" ... or you think is solved, before i post unsolved stuff again ...
i promise i make no new thread, if other players encounter the same problem - i append my screenshots then.
i promise i make no new thread, if other players encounter the same problem - i append my screenshots then.