ReikaKalseki / Reika_FactorioMods_Issues

The issue tracker for all of my Factorio mods - EndgameCombat, NauvisDay, Geothermal, Oreverhaul, and the rest.
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Failed to load Endgame Combat #290

Open reallyhairydave opened 3 years ago

reallyhairydave commented 3 years ago

Got this error during startup:

40.600 Error ModManager.cpp:1514: Failed to load mod "EndgameCombat": EndgameCombat/data.lua:4: EndgameCombat/prototypes/turrets.lua:204: attempt to index field 'energy_glow_animation' (a nil value) stack traceback: EndgameCombat/prototypes/turrets.lua:204: in main chunk [C]: in function 'require' EndgameCombat/data.lua:4: in main chunk stack traceback: [C]: in function 'require' EndgameCombat/data.lua:4: in main chunk 40.604 Loading mod core 0.0.0 (data.lua) 40.833 Checksum for core: 3692526182 41.109 Error ModManager.cpp:1514: Error in assignID: recipe-category with name 'crafting' does not exist.

Source: default (utility-sprites). 41.235 Initial atlas bitmap size is 16384 41.235 Created atlas bitmap 2048x560 [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level] 41.258 Texture processor created (2048). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82 41.307 Parallel Sprite Loader initialized (threads: 11) 41.485 Sprites loaded 41.500 Generated mipmaps (5) for atlas [0] of size 2048x560
41.500 Custom mipmaps uploaded. 41.506 Factorio initialised 41.506 Discord overlay detected (DiscordHook64.dll) 41.511 Mods to disable:Failed to load mods: EndgameCombat/data.lua:4: EndgameCombat/prototypes/turrets.lua:204: attempt to index field 'energy_glow_animation' (a nil value) stack traceback: EndgameCombat/prototypes/turrets.lua:204: in main chunk [C]: in function 'require' EndgameCombat/data.lua:4: in main chunk stack traceback: [C]: in function 'require' EndgameCombat/data.lua:4: in main chunk

Mods to be disabled: • EndgameCombat (1.18.18)

ReikaKalseki commented 3 years ago

Do you have a mod removing the energy_glow_animation from the laser turret?

reallyhairydave commented 3 years ago

I have several mods that add or modify energy weapons although I disabled the obvious ones while testing something else to see if it would draw it out. I can say definitively it's not Rampant Arsenal which was my first thought.

I might do another round of testing soon although it takes some time

ReikaKalseki commented 3 years ago

Something is removing it, and it is breaking EGCombat's reference to it.

reallyhairydave commented 3 years ago

Just spotted it's marked incompatible with AAI industry (something to do with industrial furnace being added by both mods), unfortunately because I'm playing with Space Exploration this is a core mod for me. I'll attempt to test still but regardless I'll be unable to play Endgame Combat for now

reallyhairydave commented 3 years ago

Found it a lot faster than I expected (was right at the start of my modlist), 5Dim's Battlefield is the culprit. I've reported it to them

ReikaKalseki commented 3 years ago

Just spotted it's marked incompatible with AAI industry (something to do with industrial furnace being added by both mods), unfortunately because I'm playing with Space Exploration this is a core mod for me.

This is an erroneous error and mark. I have already spoken with them to get it removed.

As for 5Dim, why are they removing the property outright?

reallyhairydave commented 3 years ago

Sorry for the late reply, didn't get a notification. He didn't say why it was removed only that he was in the process of updating and overhauling his mods and this should be resolved by that

reallyhairydave commented 3 years ago

As for the incompatibility tag, I'll remove it myself once 5dim has updated and see if it loads the game and starts a new game. I'll let you know if it all works then