Page 1 of 1
Crashing after enabling new mod
Posted: Tue Oct 29, 2024 10:03 am
by SneakyDevil
Just updated a bunch of mods for factorio as well as enabled one new mod, factorio proceeds to CTD on reload.
Unfortunately, this also means it CTDs on launch, which does make it difficult to enable/disable mods from the ingame mod manager.
I've included the logfile but if anyone knows a way to manage ingame downloaded mods I'd be willing to try my had at elimination myself.
Re: Crashing after enabling new mod
Posted: Tue Oct 29, 2024 10:15 am
by Stringweasel
You can disable mods by changing the `%appdata%/Factorio/mods/mod-list.json` file as well.
Re: Crashing after enabling new mod
Posted: Tue Oct 29, 2024 10:17 am
by Stringweasel
It crashed with something to do with Roboports. So you can try remove mods that add or change roboports.
Code: Select all
C:\Users\build\AppData\Local\Temp\factorio-build-Yo9xJd\src\Entity\RoboportPrototype.cpp(129): RoboportPrototype::RoboportPrototype
C:\Users\build\AppData\Local\Temp\factorio-build-Yo9xJd\src\Data\PrototypeLoader.hpp(31): _Closure_wrapper_61c5dda9_670::<lambda_invoker_cdecl>
C:\Users\build\AppData\Local\Temp\factorio-build-Yo9xJd\src\ID\PrototypeList.cpp(28): PrototypeList<EntityPrototype>::executeLoader
C:\Users\build\AppData\Local\Temp\factorio-build-Yo9xJd\src\Data\PrototypeLoader.cpp(284): PrototypeLoader::loadPrototypeForType
Re: Crashing after enabling new mod
Posted: Tue Oct 29, 2024 10:31 am
by BlueTemplar
A perhaps even easier and more robust way is, instead of modifying mod-list.json, to manually move these zipped mods (and/or unzipped mod folders) in/out of /mods/.
(For instance by making a _disabled_mods_ subfolder inside /mods/ and putting them there.)
P.S.: This also allows categorizing unused mods in different folders, for instance : /_broken_/, /_to_try_later_/, /_for_<modpack>_/, and of course easily backing them up...
Re: Crashing after enabling new mod
Posted: Tue Oct 29, 2024 10:44 am
by SneakyDevil
Much thanks! Turns out it was the mod I had just downloaded (obviously), I hadn't realized it affected roboports which stumped me at first.
Re: Crashing after enabling new mod
Posted: Tue Oct 29, 2024 11:44 am
by Stringweasel
Seems this is already fixed in the newest experimental release.
118086
118349