Powered Belts Extended


Belts, splitters and loaders now need power and can be can be made more efficient through research.

Tweaks
3 days ago
1.1 - 2.0
289
Logistics Power

b crash when deconstructing belts with blueprintshotgun

11 days ago

The mod Powered Belts Extended (1.2.2) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event PoweredBeltsExtended::on_tick (ID 0)
Unknown entity name: entity-ghost-0_2-0_2-0-power
stack traceback:
[C]: in function 'create_entity'
PoweredBeltsExtended/control.lua:429: in function 'create_power_entity'
PoweredBeltsExtended/control.lua:451: in function 'check_and_replace_power_entity'
PoweredBeltsExtended/control.lua:1386: in function 'run_for_entity'
PoweredBeltsExtended/control.lua:1341: in function <PoweredBeltsExtended/control.lua:1288>
(...tail calls...)
PoweredBeltsExtended/control.lua:1662: in function <PoweredBeltsExtended/control.lua:1639>

11 days ago
(updated 11 days ago)

Hi, thanks for the report.

I tried multiple ways to try and recreate that using the latest version of https://mods.factorio.com/mod/blueprint-shotgun but I was unable to. Does that happen regularly or was it one-off/rare occurence within some specific context? Maybe other mods interact too..

I'll try to guard against this particular crash in the next version, however, without the recreation context its difficult to track the root cause rather than to just treat the symptom.

10 days ago

Hi, thanks for your prompt response. I'm not at my game pc, but the situation was like this if i remember correctly:

Some built belts in a non-powered/partly-powered area.
Force build a small electric-pole on top of the belts.
Then address the area with the blueprint shotgun
(no construction bots involved, Im still in the early game).

10 days ago
(updated 10 days ago)

Thanks for the detailed report - it allowed me to now recreate the bug and I might be able to fix it in a more general way - it seems to me that I didn't account for the possibility of building over (force build, and other methods if they exist?) an existing belt without destroying/mining/removing it first and that way the ghost entity that was built over it is treated (in some particular underground-pair case) as if it was the actual underground entity it expects - and the mod creates this suffix for the non-belt entity which obviously doesn't exist "entity-ghost-0_2-0_2-0-power".

3 days ago

Should be fixed now - in 1.3.0.

New response