[0.17] Attach Notes - to blueprints and entities
Re: [0.16] Attach Notes - to blueprints and entities
Hey,
It was the Camera Admin mod. I suspect you can recreate the crash if you install the mod, open a camera, then attempt to use the slider. It consistently crashed for me, with a reference to on_gui_value_changed. I removed the slider from Camera admin for now, so I don't have the exact message, sorry.
It was the Camera Admin mod. I suspect you can recreate the crash if you install the mod, open a camera, then attempt to use the slider. It consistently crashed for me, with a reference to on_gui_value_changed. I removed the slider from Camera admin for now, so I don't have the exact message, sorry.
Re: [0.16] Attach Notes - to blueprints and entities
Fixed it in version 0.2.2
Thanks for the report.
Thanks for the report.
My mods:
Re: [0.16] Attach Notes - to blueprints and entities
Cheers!321freddy wrote:Fixed it in version 0.2.2
Thanks for the report.
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Re: [0.16] Attach Notes - to blueprints and entities
Hi, I´m getting this error on load:
https://www.dropbox.com/s/a1o5p0r0ciyve ... e.png?dl=0
Version 0.16.51
https://www.dropbox.com/s/a1o5p0r0ciyve ... e.png?dl=0
Version 0.16.51
Re: [0.16] Attach Notes - to blueprints and entities
Hey, I couldn't reproduce the error, but I made a small fix based on what I guess is going wrong, so please update the mod and tell me if it still crashes. Thanks for the report.FerrariMAF wrote:Hi, I´m getting this error on load:
https://www.dropbox.com/s/a1o5p0r0ciyve ... e.png?dl=0
Version 0.16.51
My mods:
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Re: [0.16] Attach Notes - to blueprints and entities
It worked ! Thank you ! This is a great mod =)321freddy wrote:Hey, I couldn't reproduce the error, but I made a small fix based on what I guess is going wrong, so please update the mod and tell me if it still crashes. Thanks for the report.FerrariMAF wrote:Hi, I´m getting this error on load:
https://www.dropbox.com/s/a1o5p0r0ciyve ... e.png?dl=0
Version 0.16.51
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Re: [0.16] Attach Notes - to blueprints and entities
I found that Attach Notes and Omni's mods is incompatible but only affect the recipe names.
Could it be fixed? I love to use Attach Notes but i hate to see the code name in game.
Omni's mods: https://mods.factorio.com/user/EmperorZelos
Could it be fixed? I love to use Attach Notes but i hate to see the code name in game.
Omni's mods: https://mods.factorio.com/user/EmperorZelos
- Attachments
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- factorio name error.png (116.65 KiB) Viewed 7717 times
Re: [0.16] Attach Notes - to blueprints and entities
How is this bug related to Attach Notes? Is the picture a screenshot of the player's crafting menu or some kind of Attach Notes menu?onon99buynoodle wrote:I found that Attach Notes and Omni's mods is incompatible but only affect the recipe names.
Could it be fixed? I love to use Attach Notes but i hate to see the code name in game.
Omni's mods: https://mods.factorio.com/user/EmperorZelos
I need more info in order to help you (your mod list, your ingame language, what did you do?).
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Re: [0.16] Attach Notes - to blueprints and entities
I have the same issue as onon99buynoodle except it's manifesting with a different mod. In my case it's 'What is it really used for?' https://mods.factorio.com/mods/Coppermi ... y-used-for
Whats happening is when I install Attach Notes and enable it, the names of some gases, fluids and items break become their in-game key name as shown in onon99buynoodles attached image as well as my own. If I disable Attach Notes then
everything goes back to normal and works correctly.
To reproduce install the 'What is it really used for?' mod along with angels and bobs mods, press ctrl+f and type "Sulfur Dioxide" in the box at the top left corner and you should begin seeing the issue.
English Lang, Factorio v0.16.51(win64, steam), Attache Notes v0.2.3
Mod List:
Base Mod
Angel's Addons - Ore Silos
Angel's Addons - Petrochem Train
Angel's Addons - Pressure Tanks
Angel's Addons - Warehouses
Angel's Bio Processing [ALPHA UPDATE]
Angel's Industries
Angel's Petro Chemical Processing
Angel's Refining
Angel's Smelting
Attach Notes
Auto Reasearch
Bob's Adjustable Inserters
Bob's Assembling Machines
Bob's Electronics
Bob's Enemies
Bob's Functions Library Mod
Bob's Logistics Mod
Bob's Metals, Chemicals and Intermediates
Bob's Mining
Bob's Modules
Bob's Ores
Bob's Power
Bob's Revamp Mod
Bob's Tech
Bob's Vehicle Equipment
Bob's Warfare
Bob's multiple characters and classes
Deadlock's Compact Loaders
Factorio Cross mod
Fission and Fusion
Foreman
Free Network Wiring
Petroleum Power
Squeak Through
What is it really used for?
Whats happening is when I install Attach Notes and enable it, the names of some gases, fluids and items break become their in-game key name as shown in onon99buynoodles attached image as well as my own. If I disable Attach Notes then
everything goes back to normal and works correctly.
To reproduce install the 'What is it really used for?' mod along with angels and bobs mods, press ctrl+f and type "Sulfur Dioxide" in the box at the top left corner and you should begin seeing the issue.
English Lang, Factorio v0.16.51(win64, steam), Attache Notes v0.2.3
Mod List:
Base Mod
Angel's Addons - Ore Silos
Angel's Addons - Petrochem Train
Angel's Addons - Pressure Tanks
Angel's Addons - Warehouses
Angel's Bio Processing [ALPHA UPDATE]
Angel's Industries
Angel's Petro Chemical Processing
Angel's Refining
Angel's Smelting
Attach Notes
Auto Reasearch
Bob's Adjustable Inserters
Bob's Assembling Machines
Bob's Electronics
Bob's Enemies
Bob's Functions Library Mod
Bob's Logistics Mod
Bob's Metals, Chemicals and Intermediates
Bob's Mining
Bob's Modules
Bob's Ores
Bob's Power
Bob's Revamp Mod
Bob's Tech
Bob's Vehicle Equipment
Bob's Warfare
Bob's multiple characters and classes
Deadlock's Compact Loaders
Factorio Cross mod
Fission and Fusion
Foreman
Free Network Wiring
Petroleum Power
Squeak Through
What is it really used for?
- Attachments
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- attach-notes-bug.jpg (233.13 KiB) Viewed 7683 times
Re: [0.16] Attach Notes - to blueprints and entities
Fixed missing translation for version 0.2.4
Thanks for the detailed report
Thanks for the detailed report
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Re: [0.16] Attach Notes - to blueprints and entities
Can confirm, quick test so far shows bug is fixed. Thank you! I really like this mod.
Re: [0.16] Attach Notes - to blueprints and entities
Bug report. Repeated twice
https://www.dropbox.com/s/k5mfmbszh4v5n ... 9.png?dl=0
https://www.dropbox.com/s/k5mfmbszh4v5n ... 9.png?dl=0
Re: [0.16] Attach Notes - to blueprints and entities
Can you explain your steps to reproduce the error? (you can also post the save file if needed)dan wrote: ↑Tue Oct 16, 2018 5:09 am Bug report. Repeated twice
https://www.dropbox.com/s/k5mfmbszh4v5n ... 9.png?dl=0
Please tell me your mod and factorio version aswell. Then I'll look into it.
My mods:
Re: [0.16] Attach Notes - to blueprints and entities
This happens when I delete the icon by right-clicking. But not every time, sometimes. Mod attach-notes_0.2.4, Factorio 0.16.51
Re: [0.16] Attach Notes - to blueprints and entities
I tried to reproduce it, but no crashes on my side. If you can send me your save file (PM) I might be able to fix it.
My mods:
Re: [0.16] Attach Notes - to blueprints and entities
Not sure if this forum or the mod's discussions section is the preferred way to report bugs, so I'm linking from here, too (I forgot to select the discussion type for the report but it seems I can't change it afterwards).
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Re: [0.17] Attach Notes - to blueprints and entities
Cross-referencing from my post on the feature requests:
I got annoyed by my AttachNotes data not carrying over, so I point you to this post with a library to save arbitrary and unlimited data in blueprints. It uses the msgpack binary format to encode (a limited subset of) data compactly with bit swizzling, and then stores it 32 bits at a time in a constant combinator with signals.
This allows a reasonably unlimited amount of data storage - it defines a 500 slot combinator, or 2000 bytes of data. msgpack overhead is pretty close to zero - 1-2 bytes for a single string - and this allows arbitrary tables, not just strings. Trivially extensible to unlimited data with the addition of a "sequence" and/or "entity" label in signals.
If you wanted to make regrettable life choices you could apply the same thing to simply encode a string in one-or-more combinators.
Also potentially applicable is the fact you can export an item stack entity (eg: blueprint, item-with-tags) as a blueprint string (ie: zlib compressed, base64 encoded) so you could use that to pack your arbitrary (or string) data prior to injecting it into the signal fields.
Sorry for duplicating that several times to you, 321freddy, but I figure the general audience stumbling over the feature requests might be interested. If you won't make use of that yourself, but would accept a patch, let me know, please.
I got annoyed by my AttachNotes data not carrying over, so I point you to this post with a library to save arbitrary and unlimited data in blueprints. It uses the msgpack binary format to encode (a limited subset of) data compactly with bit swizzling, and then stores it 32 bits at a time in a constant combinator with signals.
This allows a reasonably unlimited amount of data storage - it defines a 500 slot combinator, or 2000 bytes of data. msgpack overhead is pretty close to zero - 1-2 bytes for a single string - and this allows arbitrary tables, not just strings. Trivially extensible to unlimited data with the addition of a "sequence" and/or "entity" label in signals.
If you wanted to make regrettable life choices you could apply the same thing to simply encode a string in one-or-more combinators.
Also potentially applicable is the fact you can export an item stack entity (eg: blueprint, item-with-tags) as a blueprint string (ie: zlib compressed, base64 encoded) so you could use that to pack your arbitrary (or string) data prior to injecting it into the signal fields.
Sorry for duplicating that several times to you, 321freddy, but I figure the general audience stumbling over the feature requests might be interested. If you won't make use of that yourself, but would accept a patch, let me know, please.
Re: [0.17] Attach Notes - to blueprints and entities
Several seconds after removing a notes table from the map, a crash happened and this text popped up.
The mod Attach Notes caused a non-recoverable error.
Please report this error to the mod author.
Error while running event attach-notes::on_selected_entity_changed (ID 52)
Unknown sprite "item/k-transistor"
stack traceback:
__attach-notes__/scripts/entity-notes/gui-templates.lua:500: in function 'onCreated'
__attach-notes__/scripts/entity-notes/gui-templates.lua:175: in function 'onCreated'
__attach-notes__/scripts/gui-tools.lua:149: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/entity-notes/controller.lua:65: in function 'buildPreviewGUI'
__attach-notes__/scripts/entity-notes/controller.lua:53: in function 'func'
__attach-notes__/framework.lua:98: in function <__attach-notes__/framework.lua:97>
stack traceback:
[C]: in function '__newindex'
__attach-notes__/scripts/entity-notes/gui-templates.lua:500: in function 'onCreated'
__attach-notes__/scripts/entity-notes/gui-templates.lua:175: in function 'onCreated'
__attach-notes__/scripts/gui-tools.lua:149: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/entity-notes/controller.lua:65: in function 'buildPreviewGUI'
__attach-notes__/scripts/entity-notes/controller.lua:53: in function 'func'
__attach-notes__/framework.lua:98: in function <__attach-notes__/framework.lua:97>
The mod Attach Notes caused a non-recoverable error.
Please report this error to the mod author.
Error while running event attach-notes::on_selected_entity_changed (ID 52)
Unknown sprite "item/k-transistor"
stack traceback:
__attach-notes__/scripts/entity-notes/gui-templates.lua:500: in function 'onCreated'
__attach-notes__/scripts/entity-notes/gui-templates.lua:175: in function 'onCreated'
__attach-notes__/scripts/gui-tools.lua:149: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/entity-notes/controller.lua:65: in function 'buildPreviewGUI'
__attach-notes__/scripts/entity-notes/controller.lua:53: in function 'func'
__attach-notes__/framework.lua:98: in function <__attach-notes__/framework.lua:97>
stack traceback:
[C]: in function '__newindex'
__attach-notes__/scripts/entity-notes/gui-templates.lua:500: in function 'onCreated'
__attach-notes__/scripts/entity-notes/gui-templates.lua:175: in function 'onCreated'
__attach-notes__/scripts/gui-tools.lua:149: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/gui-tools.lua:145: in function 'create'
__attach-notes__/scripts/entity-notes/controller.lua:65: in function 'buildPreviewGUI'
__attach-notes__/scripts/entity-notes/controller.lua:53: in function 'func'
__attach-notes__/framework.lua:98: in function <__attach-notes__/framework.lua:97>