Difficulty fixing "removed recipes" error

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MisterFister
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Difficulty fixing "removed recipes" error

Post by MisterFister »

Howdy folks. So, I made a booboo.

Playing v0.16.30. Last week I started a co-op playthrough with a friend on a heavily modded AngelBob setup, including MadClown. Here is a link to my Dropbox that contains access to the savefile itself, an image of the error message I'm getting, and subfolders including in-game screen shots of my mods installed and their current settings. My friend is afk for a few days, so I was tinkering within our save just to polish a few blueprints I'm working on -- no serious attempt to further our tech progression without him around, and no plans to "save" any changes except for saving the blueprints themselves.

Then suddenly, this morning, I had a flash of inspiration. He and I got decently far in a lightly-modded "vanilla-plus" world in July 2017 on v0.15.29 (RSO, Rampant, and a few QoL mods.) There, we'd built the local backbone infrastructure of a small rail network, unlocked nukes to clear biters with, and had launched a few dozen rockets from our starter base. When we juuuust started needing to expand outward for copper and iron, the were forced to put the game down for a while because life started getting in the way. When we resumed our old habits this week, we decided to migrate to the newest version and to try out AngelBobs.

My inspiration was to load up that old save to puts around and tinker with some of my layouts, with track spacing for loaders and unloaders, you know, simple pedantic crap. Since I couldn't "sync mods to savefile" because many of the mods for last year's world were never updated for v0.16, like an idiot, I backed up my saves and my blueprint-storage.dat, and simply used Steam to revert back to v0.15. I distinctly recall that before I did this, I disabled all of the mods from within the game client first -- my idea was to leave my current mods installed but inactive; revert to v0.15 base-only; sync that version's mods to the savefile; and voila, I'd be in my savefile without having to uninstall this year's mods. Didn't work like that, though, and Factorio kept either hanging on startup or crashing to desktop before it was done loading.

So, again like an idiot, and without backing up my mods folder itself, I uninstalled Factorio entirely; wiped my %appdata%\Factorio folder clean by deleting it; and proceeded to install v0.15. Synched to the mods, successfully loaded the save, and reminded myself that I'd lost my blueprint library in December when I installed a new SSD and thereby had to format and install Windows for the first time on it. I wasn't playing a lot of Factorio at the time, and I forgot to backup that old instance of my %appdata%, so my blueprint library was lost. Finding it in my old savefile earlier today was a pleasant surprise. I made a separate location and backed up that blueprint-storage.dat, and made a note to myself to try to figure out how to harvest content from it later to merge it with my current library.

I did what I intended to in my old savefile, and after about 45 minutes nuking some biter bases for fun, I exited the game and got something to eat. I then uninstalled v0.15, wiped the %appdata% folder again since it was so difficult to revert, reinstalled v0.16, and used the "sync mods with savefile" feature to redownload all 121 (one hundred twenty one) of my mods. The mods downloaded, Factorio restarted normally with no issues. I re-selected all of the elective settings I could recall, and I think I was pretty thorough.

But now, whenever I load this year's save, I get an error "Migrated content, Removed recipes, copper-cablespc 1, lead-ingotspc 1, tin-cablespc 1, tin-ingotspc 1," followed a few seconds later by exactly 26 lue error messages in-game reflecting that 26 assemblers had their recipes blanked and production halted.

Now, instead of 2 copper plate per copper cable, I get the vanilla-ratio 1 copper plate per 2 copper coils. The tinned-coil recipe was also stopped, and I didn't check the blast / induction furnaces about the ingot recipes. Instead, I exited out without saving and have been pulling me hair out ever since.

I've manually opened every file in the handful of mods I can imagine, including Angel's Petrochem, Angel's Smelting, all of MadClown's mods, and some others. In each, I did a text search for "copper-cablespc" and got nowhere. I DID, instead, find that text string in my blueprint-storage.dat file, which then prompted me to back that one up (which I'd gotten from the v0.15 save) and restore the one from earlier today in v0.16.

What am I doing wrong? Why can I not fix this? Why can I not identify what setting was changed / I forgot to change?

The best bet right now would be to have my friend re-host the savefile for me to connect and "sync" to it as normal, but like I said, he'll be afk until Wednesday, and I'd rather not wait until then. Any help would be appreciated. Thanks.
Attachments
Error message when entering savefile in v0.16.30
Error message when entering savefile in v0.16.30
Error.PNG (68.37 KiB) Viewed 1769 times

MisterFister
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Re: Difficulty fixing "removed recipes" error

Post by MisterFister »

Edited to post my mods installed, by a series of screen snips:
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MisterFister
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Re: Difficulty fixing "removed recipes" error

Post by MisterFister »

Savefile:
Attachments
20170730 Sun 0330.zip
v0.16 savefile in question
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Re: Difficulty fixing "removed recipes" error

Post by MisterFister »

Mod settings, p1:
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MisterFister
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Re: Difficulty fixing "removed recipes" error

Post by MisterFister »

Mod settings, p2:
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