Schmendrick wrote:Just to be clear, when you remove and re-add the mod, you are also reloading Factorio, yes?
If by that you mean "First, exit the game
completly, THEN fiddle with the mods folder, THEN hit the desktop shortcut again", yes.
Schmendrick wrote:When you had all the mods activated and caused the crash, did you get the notice about control.lua line 2, or was it only the "Unexpected error" message?
Both, depending on steps taken! Sorry for being unclear; as I said, I was trying to make two different topics about it (with different points). To quote from my bug report, the steps to reproduce are:
1. Download & Enable the mod [...]
2. Go through the menu options 'play', then 'new game'
3a. If the map generation options are left as-is, and the button "generate" is pressed, a notice appears about the mods control.lua trying to access a "nil value"
3b. If, on the other hand, a map exchange string (from a previous save file) is provided before the button "generate" is pressed, once it becomes pressed, NO objection about "nil values" occur, and after a short moment (as if trying to generate the map first), the game presents the quoted message, and quits after confirming.
The error(s) occur with this mod being the only one loaded by the game (well, this & "base", technically), as they do when this mod is loaded amongside a few others.
The version of factorio used here is "0.11.19".
I suspect (though I cannot confirm this), from the behaviour I observed, that the "unexpected error" part stems from another issue (like a check for "nil values" being erronously skipped if a map seed is provided), with the notice about "control.lua" pointing towards the actual culprit.