[0.11.20] [kovarex] Problems with big amount of mods.

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darkshadow1809
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[0.11.20] [kovarex] Problems with big amount of mods.

Post by darkshadow1809 »

Sorry for maybe posting this in the wrong section but it could be a bug within factorio itself if the game gets TOO big. here goes...!

Well.. I thought of everything and have been wrestling with this pack for 2 weeks now..

https://www.dropbox.com/s/ugk3xgktl089n ... k.rar?dl=0

Try getting this to work without removing mods.

I think its a bug in factorio meaning if it loads to many mods it will crash.

This isn't a mod complication issue ive tested every mod single. dualed or without a few. It works sure.. without some of the main mods. But i want all of these to work together and they should cause non conflict with eachother i just get weird ASSIGNID errors that shouldnt be there also replicators duplicate researches etc. And no theres no duplicatea research also 277x99 Assignid errors. etc etc.. No matter what i do i cannot get this modpack to work for the life of me. I discussed this with the cursed Exp developer but he couldn't figure it either without removing some key mods. Mainly this gets caused by Cursed EXP and momods. But try resolving this and not removing these or any other from the structure as they should work. As they worked together before.

Thanks in advance!
Last edited by darkshadow1809 on Sun Apr 05, 2015 3:28 am, edited 1 time in total.
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L0771
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Re: Have i got a problem...

Post by L0771 »

Hi, i'm "cursed Exp developer" :ugeek:

I've tested this problem.
Only shows problems with the last loaded mod and only show the issue with subgroups, but can be a item loaded inside subgroups, amount of items loaded or other thing...

I think isn't a bug of a mod, can load all combination of mods, but not all at same time or change dependencies to load a mod before other, but the last mod gives error.
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Re: [0.11.20] Have i got a problem...

Post by Rseding91 »

I did a little testing and if you remove "bobwarefare" and "bobmodules" it loads up. Adding either one in and it goes back to erroring on startup.

I don't know if those mods are *causing* the issue or if another mod is reading what those mods add to data.raw and are causing the issue there.
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darkshadow1809
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Re: [0.11.20] Have i got a problem...

Post by darkshadow1809 »

Rseding91 wrote:I did a little testing and if you remove "bobwarefare" and "bobmodules" it loads up. Adding either one in and it goes back to erroring on startup.

I don't know if those mods are *causing* the issue or if another mod is reading what those mods add to data.raw and are causing the issue there.
Ah thanks.. ill forward this to bobmods.. i swear the issue was with momods / dystopia
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kovarex
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Re: [0.11.20] [kovarex] Problems with big amount of mods.

Post by kovarex »

I have investigated this problem, and the root of the issue is, that the mod combination reached the limit of 255 item subgroups. The prototype indexing is 1-byte for item subgroups and for some reason I didn't think that more would be needed, silly me.

There are 2 things I have done for 0.11.21
  • Proper error message when this happens.
  • Increased the limit of subgroups from 255 to 65535
P.S. Thanks for the report and the mod package, it helped me to identify the problem.
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Re: [0.11.20] [kovarex] Problems with big amount of mods.

Post by bobingabout »

Ah, and here I was puzzling that there was a compatabillity issue with my mods.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
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