James' Electric Trains Plus


Primarily features Electric Trains and Powered Rails, but also includes unified train changes, including weightier rolling stock, nuclear trains, hybrid trains, and electric train cars. Each also has a setting, so you can pick and choose which ones you want.

Content
a day ago
1.1 - 2.0
1.48K
Transportation Trains

g Possible Regression in 1.1.0

7 months ago

22.027 Error ModManager.cpp:1625: Error while running setup for entity prototype "james-rail-accumulator" (accumulator): next_upgrade target (large-accumulator-2) must have the same bounding box.

I can confirm that rolling back to 1.0.1 resolved the issue with the current mod stack and versions. Please let me know if you need more logs

Conflicting mods:
James-Train-Mod 1.1.0
combat-mechanics-overhaul 0.6.24

Installed mods:
aai-signal-transmission 0.4.9
Aircraft 1.8.8
alien-biomes 0.6.8
alien-biomes-hr-terrain 0.6.1
angelsaddons-cab 0.2.9
angelsaddons-storage 0.0.10
angelsbioprocessing 0.7.27
angelsindustries 0.4.21
angelsinfiniteores 0.9.11
angelspetrochem 0.9.26
angelsrefining 0.12.7
angelssmelting 0.6.23
angels-smelting-extended 1.0.14
artillery-bombardment-remote 1.1.1
Asteroid_Mining 0.9.15
base 1.1.107
better-air-filtering 0.3.6
bigtruck 1.0.0
bobassembly 1.2.2
bobenemies 1.2.0
bobequipment 1.2.1
bobgreenhouse 1.2.0
bobinserters 1.2.0
boblibrary 1.2.0
boblogistics 1.2.2
bobmining 1.2.1
bobores 1.2.0
BobPipesThroughput 0.1.1
bobplates 1.2.1
bobpower 1.2.1
bobrevamp 1.2.1
bobtech 1.2.1
bobvehicleequipment 1.2.0
bobwarfare 1.2.1
Bottleneck 0.11.7
cargo-ships 0.2.6
Clowns-AngelBob-Nuclear 1.1.21
Clowns-Nuclear 1.3.19
Clowns-Processing 1.3.23
combat-mechanics-overhaul 0.6.24
core 0.0.0
deadlock-beltboxes-loaders 2.4.2
deadlock-integrations 2.2.0
DeadlocksStackingForAngelsSmeltingExtended 0.0.3
DeadlockStackingForAngels 1.2.2
DeadlockStackingForBobs 1.2.7
DeadlockStackingForMadclown 0.0.9
DeadlockStackingForMadclown_MdRuz 0.0.6
DeadlockStackingForVanilla 1.1.4
Dectorio 0.12.6
DeepMine 0.6.2
DeleteEmptyChunks 0.4.3
electricboiler 1.1.0
EpicArtillerySounds 1.1.1
ERPCTbaAB 0.2.7
expanded-rocket-payloads-continued 1.1.1
extendedangels 0.5.10
Factorio-Tiberium 1.1.29
factorissimo-2-notnotmelon 1.2.3
flib 0.14.1
FluidMustFlow 1.3.5
FNEI 0.4.2
ForceFields2 2.3.8
GameStats 1.1.4
HelicopterRevival 0.2.2
Honk 5.0.0
ImprovedCombinatorSE 1.0.15
informatron 0.3.4
intermediate-bulk-containers 1.0.0
item-incineration 1.2.0
James-Train-Mod 1.1.0
jetpack 0.3.14
KingsTurret-Shields 1.110.2
Kux-CoreLib 2.11.0
Kux-OrbitalIonCannon 2.4.1
Lightning 1.0.15
LoaderRedux 1.9.1
LogisticTrainNetwork 1.18.6
MushroomCloud-patched 1.0.15
nixie-tubes 1.1.5
Nuclear_Operators_Utilities 1.2.0
PickerAtheneum 1.2.5
PickerPipeTools 1.1.4
RealisticFusionPower 1.8.17
RealisticFusionWeaponry 1.5.8
Realistic_Heat_Glow 2.1.0
RealisticReactors 3.1.5
reskins-angels 2.2.1
reskins-bobs 2.2.0
reskins-compatibility 2.2.1
reskins-library 2.2.2
rfp-angels-bridge 1.0.0
RITEG 1.3.4
robot_attrition 0.5.15
rso-mod 6.2.26
shield-projector 0.1.6
Shortcuts-ick 1.1.28
Soundpack-alerts-and-sirens-updated-v1-1 1.0.7
SpaceMod 1.1.2
Turbwhine 1.0.2
WireShortcuts 1.1.13
WormAttack 6.0.0

7 months ago

Someone edited my accumulator with an upgrade path using bad code. They should be checking if the upgrade path is valid, in this case being the same size.

It is not in my mod. I don't know who would have edited it.

In terms of load order, the only things changed in 1.1.0 vs 1.0.1 is the addition of a optional dependency on Exotic Industries, and moving all my item/entity/recipe creation to data-updates. Neither of those should cause a mod to start editing it when it wasn't before, so not sure what's happening.

If you can provide your save, I could sync the modlist and find it.

7 months ago
7 months ago

Combat Mechanics Overhaul is touching it for some reason. Looking in the code, the only thing I can find that generically applies to accumulators is changing the target mask.

It also changes the icon and name of it.

I don't know where they're doing it.

I've uploaded a patch to work around it, and filed a bug report with CMO about their terrible code practices.

7 months ago

confirmed working on 1.1.1, thanks for the quick turn around!

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