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Re: [0.16] Attach Notes - to blueprints and entities
Posted: Sun Jun 17, 2018 5:28 pm
by Adamo
Hey,
It was the Camera Admin mod. I suspect you can recreate the crash if you install the mod, open a camera, then attempt to use the slider. It consistently crashed for me, with a reference to on_gui_value_changed. I removed the slider from Camera admin for now, so I don't have the exact message, sorry.
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Mon Jun 18, 2018 3:30 pm
by 321freddy
Fixed it in version 0.2.2
Thanks for the report.
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Tue Jun 19, 2018 4:43 pm
by Adamo
321freddy wrote:Fixed it in version 0.2.2
Thanks for the report.
Cheers!
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Wed Jun 20, 2018 1:57 pm
by FerrariMAF
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Thu Jun 21, 2018 5:04 pm
by 321freddy
Hey, I couldn't reproduce the error, but I made a small fix based on what I guess is going wrong, so please update the mod and tell me if it still crashes. Thanks for the report.
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Thu Jun 21, 2018 8:36 pm
by FerrariMAF
321freddy wrote:
Hey, I couldn't reproduce the error, but I made a small fix based on what I guess is going wrong, so please update the mod and tell me if it still crashes. Thanks for the report.
It worked ! Thank you ! This is a great mod =)
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Sun Jul 15, 2018 9:20 am
by onon99buynoodle
I found that Attach Notes and Omni's mods is incompatible but only affect the recipe names.
Could it be fixed? I love to use Attach Notes but i hate to see the code name in game.
Omni's mods:
https://mods.factorio.com/user/EmperorZelos
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Mon Jul 16, 2018 8:37 am
by 321freddy
onon99buynoodle wrote:I found that Attach Notes and Omni's mods is incompatible but only affect the recipe names.
Could it be fixed? I love to use Attach Notes but i hate to see the code name in game.
Omni's mods:
https://mods.factorio.com/user/EmperorZelos
How is this bug related to Attach Notes? Is the picture a screenshot of the player's crafting menu or some kind of Attach Notes menu?
I need more info in order to help you (your mod list, your ingame language, what did you do?).
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Fri Aug 03, 2018 9:01 pm
by zerodestiny
I have the same issue as onon99buynoodle except it's manifesting with a different mod. In my case it's 'What is it really used for?'
https://mods.factorio.com/mods/Coppermi ... y-used-for
Whats happening is when I install Attach Notes and enable it, the names of some gases, fluids and items break become their in-game key name as shown in onon99buynoodles attached image as well as my own. If I disable Attach Notes then
everything goes back to normal and works correctly.
To reproduce install the 'What is it really used for?' mod along with angels and bobs mods, press ctrl+f and type "Sulfur Dioxide" in the box at the top left corner and you should begin seeing the issue.
English Lang, Factorio v0.16.51(win64, steam), Attache Notes v0.2.3
Mod List:
Base Mod
Angel's Addons - Ore Silos
Angel's Addons - Petrochem Train
Angel's Addons - Pressure Tanks
Angel's Addons - Warehouses
Angel's Bio Processing [ALPHA UPDATE]
Angel's Industries
Angel's Petro Chemical Processing
Angel's Refining
Angel's Smelting
Attach Notes
Auto Reasearch
Bob's Adjustable Inserters
Bob's Assembling Machines
Bob's Electronics
Bob's Enemies
Bob's Functions Library Mod
Bob's Logistics Mod
Bob's Metals, Chemicals and Intermediates
Bob's Mining
Bob's Modules
Bob's Ores
Bob's Power
Bob's Revamp Mod
Bob's Tech
Bob's Vehicle Equipment
Bob's Warfare
Bob's multiple characters and classes
Deadlock's Compact Loaders
Factorio Cross mod
Fission and Fusion
Foreman
Free Network Wiring
Petroleum Power
Squeak Through
What is it really used for?
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Sun Aug 05, 2018 7:53 am
by 321freddy
Fixed missing translation for version 0.2.4
Thanks for the detailed report
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Tue Aug 07, 2018 7:04 am
by zerodestiny
Can confirm, quick test so far shows bug is fixed. Thank you! I really like this mod.
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Tue Oct 16, 2018 5:09 am
by dan
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Wed Oct 17, 2018 1:17 pm
by 321freddy
Can you explain your steps to reproduce the error? (you can also post the save file if needed)
Please tell me your mod and factorio version aswell. Then I'll look into it.
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Thu Oct 18, 2018 4:41 pm
by dan
321freddy wrote: Wed Oct 17, 2018 1:17 pm
Can you explain your steps to reproduce the error? (you can also post the save file if needed)
Please tell me your mod and factorio version aswell. Then I'll look into it.
This happens when I delete the icon by right-clicking. But not every time, sometimes. Mod attach-notes_0.2.4, Factorio 0.16.51
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Thu Oct 18, 2018 10:09 pm
by dan
Now I just chose the icon of the steel furnace and immediately after that there was an error
![Image](https://c.radikal.ru/c23/1810/df/16e4f1d56c11t.jpg)
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Sat Oct 20, 2018 2:09 pm
by 321freddy
dan wrote: Thu Oct 18, 2018 10:09 pm
Now I just chose the icon of the steel furnace and immediately after that there was an error
I tried to reproduce it, but no crashes on my side. If you can send me your save file (PM) I might be able to fix it.
Re: [0.16] Attach Notes - to blueprints and entities
Posted: Tue Jan 15, 2019 5:39 pm
by Harag
Not sure if this forum or the mod's discussions section is the preferred way to report bugs, so I'm
linking from here, too (I forgot to select the discussion type for the report but it seems I can't change it afterwards).
Re: [0.17] Attach Notes - to blueprints and entities
Posted: Wed Jul 24, 2019 2:00 pm
by slippycheeze
Cross-referencing from
my post on the feature requests:
I got annoyed by my AttachNotes data not carrying over, so I point you to
this post with a library to save arbitrary and unlimited data in blueprints. It uses the msgpack binary format to encode (a limited subset of) data compactly with bit swizzling, and then stores it 32 bits at a time in a constant combinator with signals.
This allows a reasonably unlimited amount of data storage - it defines a 500 slot combinator, or 2000 bytes of data. msgpack overhead is pretty close to zero - 1-2 bytes for a single string - and this allows arbitrary tables, not just strings. Trivially extensible to unlimited data with the addition of a "sequence" and/or "entity" label in signals.
If you wanted to make regrettable life choices you could apply the same thing to simply encode a string in one-or-more combinators.
Also potentially applicable is the fact you can export an item stack entity (eg: blueprint, item-with-tags) as a blueprint string (ie: zlib compressed, base64 encoded) so you could use that to pack your arbitrary (or string) data prior to injecting it into the signal fields.
Sorry for duplicating that several times to you, 321freddy, but I figure the general audience stumbling over the feature requests might be interested. If you won't make use of that yourself, but would accept a patch, let me know, please.
Re: [0.17] Attach Notes - to blueprints and entities
Posted: Sun Nov 24, 2019 2:40 am
by andre2
Several seconds after removing a notes table from the map, a crash happened and this text popped up.
The mod Attach Notes caused a non-recoverable error.
Please report this error to the mod author.
Error while running event attach-notes::on_selected_entity_changed (ID 52)
Unknown sprite "item/k-transistor"
stack traceback:
__attach-notes__/scripts/entity-notes/gui-templates.lua:500: in function 'onCreated'
__attach-notes__/scripts/entity-notes/gui-templates.lua:175: in function 'onCreated'
__attach-notes__/scripts/gui-tools.lua:149: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/entity-notes/controller.lua:65: in function 'buildPreviewGUI'
__attach-notes__/scripts/entity-notes/controller.lua:53: in function 'func'
__attach-notes__/framework.lua:98: in function <__attach-notes__/framework.lua:97>
stack traceback:
[C]: in function '__newindex'
__attach-notes__/scripts/entity-notes/gui-templates.lua:500: in function 'onCreated'
__attach-notes__/scripts/entity-notes/gui-templates.lua:175: in function 'onCreated'
__attach-notes__/scripts/gui-tools.lua:149: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/entity-notes/controller.lua:65: in function 'buildPreviewGUI'
__attach-notes__/scripts/entity-notes/controller.lua:53: in function 'func'
__attach-notes__/framework.lua:98: in function <__attach-notes__/framework.lua:97>