Adds massive cargo ships to the game, that function similarly to trains. Also adds deep sea oil, oil platforms, tanker ships, train bridges and other water based content.
Mods introducing new content into the game.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Trains are great, but what if they could do even more?
New Ores and resources as well as machines.
Things related to oil and other fluids.
Changes to power production and distribution.
An error occurred after updating the mod.
"Failed to load mod: The given sprite rectangle (left_top=0x3992, right_bottom=665x4491) is outside the actual sprite size (left_top=0x0, right_bottom=7980x2994). See the log file for more information: cargo-ships-graphics/graphics/entity/boat/railed/tint-1.png"
Did you update Cargo Ships and Cargo Ships Graphics at the same time? Please post the log file.
Yes, I updated both mods at the same time. I'm not sure how to attach the full log file, so I'll just paste the end of it. However, I've just downloaded an older version of the mod, and everything is working again.
"106.948 Parallel sprite loader initialized (threads: 12, bitmaps: 173)
107.327 Error ParallelSpriteLoader.cpp:67: Parallel sprite loading failed, falling back to normal sprite loading. The given sprite rectangle (left_top=0x3992, right_bottom=665x4491) is outside the actual sprite size (left_top=0x0, right_bottom=7980x2994).
See the log file for more information.: cargo-ships-graphics/graphics/entity/boat/railed/tint-1.png
RAM: 11622/16270 MB, page: 20135/29070 MB, virtual: 15213/134217727 MB, extended virtual: 0 MB
108.259 Error AtlasBuilder.cpp:1266: The given sprite rectangle (left_top=0x3992, right_bottom=665x4491) is outside the actual sprite size (left_top=0x0, right_bottom=7980x2994).
See the log file for more information.: cargo-ships-graphics/graphics/entity/boat/railed/tint-1.png; mods: Additional-Turret-revived more-quality-scaling FluidWagonColorMask cargo-ships combat-mechanics-overhaul
Prototypes using the sprite:
data.raw["sprite"]["default"]
data.raw["cargo-wagon"]["boat"]
data.raw["cargo-wagon"]["uncommon-boat"]
data.raw["cargo-wagon"]["rare-boat"]
data.raw["cargo-wagon"]["epic-boat"]
data.raw["cargo-wagon"]["legendary-boat"]
data.raw["cargo-wagon"]["tb-mq-mythic-boat"]
data.raw["cargo-wagon"]["tb-mq-celestial-boat"]
data.raw["cargo-wagon"]["tb-mq-singularity-boat"]
109.920 Initial atlas bitmap size is 16384
109.922 Created an atlas bitmap (size 8192x2784) [icon, not-compressed, mipmap, linear-minification, linear-magnification, linear-mip-level]
109.922 Created virtual atlas pages 4096x4096x0
109.922 Loading 3D bitmaps.
109.927 Texture processor created (4096). GPU accelerated compression Supported: yes, Enabled: yes/yes. Test passed. YCoCgDXT PSNR: 35.83, BC3 PSNR: 33.82
110.106 Sprites loaded
110.127 Generated mipmaps (5) for atlas [0] of size 8192x2784
110.127 Custom mipmaps uploaded (117)
110.174 Video memory usage: 115.89 MB (Atlases: 115.89 MB, Textures: 0.00 MB)
110.175 Error ControlSettings.cpp:1042: teleporter-focus-search (custom-input): unknown key_sequence: Control + F
110.196 Custom inputs active: 284
110.197 Factorio initialised
588.922 Quitting: user-quit.
590.418 Info SDLWindow.cpp:379: Leaking D3D GraphicsInterface to prevent AMD graphics driver crash.
590.430 Steam API shutdown.
590.517 Goodbye"
You can put the logfile on pastebin or dropbox and link it here. What I want to see is the list of mods you have installed. From the snippet you gave, I see "Uncommon Boat", so I suspect that More Quality Scaling or something similar is the culprit. They will need to update how they read the new sprites when making their copies of the boat.
https://drive.google.com/file/d/1nE1HwqZZw5ONOkH-A3X1Pl4fvFyDVKFL/view?usp=sharing
I’ll upload it to Google Drive because it's more convenient. There will be quite a lot of mods because I like to subscribe to everything interesting and then slowly weed them out. By the way, even after deleting the quality mod, nothing changed.
The log shows "Better Quality" is installed. You have so many mods with log spam that my phone can't even load it. If you figure out a way to reproduce the with just a few mods, let me know, otherwise I will not have time to look at it. Thanks for the report
No worries. Thanks for the help! The older version of the mod works perfectly, and I've already deleted the outdated 'Better Quality' along with a bunch of other mods I was testing. Since the update only adds ship colors, I'm not really missing out on anything. I just wanted to create a thread about this error — in case someone else has a similar issue, hopefully this helps.
https://i.imgur.com/bNM4CTH.png
same issue
rubia was not the issue
You can find which mod is the problem by doing a binary search. Disable half of them, and if it works then reenable half of what you just disabled. Repeat until you enable one mod and it breaks.
Edit: Actually the easier way is to load the game with the versions that work, go into the prototype viewer (CTRL-SHIFT-E), click the "Entity" tab, search for "boat-epic", then look in the "mod history" field to see what mod first added the prototype. That's most likely the one that is the problem.
Just remembered it's Friday so I took another look. I confirmed that "data.raw["cargo-wagon"]["uncommon-boat"]" etc are created by more-quality-scaling, and that it seems to work fine in isolation with versions of everything downloaded from the mod portal.
Either a download is corrupted or there's a third mod interfering. Definitely check the prototype history, or link to a copy of your savegame so I can try loading the whole mess.
I do not have more quality scaling... Let see if i can get you a save file.
https://drive.google.com/file/d/1C12gBU1dsChwHpK_lxomQPPbp6KmZjYO/view?usp=sharing
Warning lots of mods.
Same error.
Its blaming wagon quality size for the crash as well, but when I disabled cargo ships it runs fine.
Same error.
Its blaming wagon quality size for the crash as well, but when I disabled cargo ships it runs fine.
Well yeah, if Cargo Ships isn't there then there is no way for another mod to corrupt the Cargo Ships sprite definition. Cargo ships works in all the configurations I've tried it so far. If you want to help fix the problem, you have to find a mod other than cargo ships which you can disable to solve the problem. Then I can look at how that mod is corrupting Cargo Ships.
I do not have more quality scaling... Let see if i can get you a save file.
https://drive.google.com/file/d/1C12gBU1dsChwHpK_lxomQPPbp6KmZjYO/view?usp=sharing
Warning lots of mods.
Thanks for sharing, but yeah, I didn't get anywhere with it. I tried loading all the mods, and Factorio couldn't even complete all the downloads (you have two different forks of Long Range Delivery Drones?? and personal copies of IR3 asset packs). I tried loading a plausible subset of everything related to Cargo Ships and graphics tweaks, and it worked with no error. Clearly, the root cause is a mod or combination of mods that we don't expect.
Someone is going to have to follow my other instructions: Load the savegame with the old version of Cargo Ships and screenshot the prototype history; or try a whole lot of different mod combinations to find the minimum set to reproduce the problem.
Found some things called boat
did not see mod history but found prototype history.
https://i.imgur.com/nmmiCzT.png
https://i.imgur.com/XDigoT8.png
https://i.imgur.com/LrwPueD.png
list of the things
https://i.imgur.com/sHYgv1a.png
https://i.imgur.com/if7A0Ou.png
please tell me if you need anything else
Found some things called boat
did not see mod history but found prototype history.
https://i.imgur.com/nmmiCzT.png
https://i.imgur.com/XDigoT8.png
https://i.imgur.com/LrwPueD.pnglist of the things
https://i.imgur.com/sHYgv1a.png
https://i.imgur.com/if7A0Ou.pngplease tell me if you need anything else
Thank you for this. Adding just the mods listed there does not cause the error, so I don't have any other ideas besides updating Cargo Ships and then disabling each mod (from the entire list) one by one until the error goes away.
One more thing to check: What graphics settings are you all using? Specifically detail levels and atlas size. Non-default values might change how the sprites are loaded.
High quality and Largest Possible
Yes. Same
Loading
Base (2.0.73)
Cargo Ships (1.0.31)
Cargo Ships Graphics (1.0.5)
Renai Transportation (2.2.9)
Return the error
Failed to load mods: The given sprite rectangle (left_top=0x3992, right_bottom=665x4491) is outside the actual sprite size (left_top=0x0, right_bottom=7980x2994).
See the log file for more information.: __cargo-ships-graphics__/graphics/entity/boat/railed/tint-1.png
Log: https://pastebin.com/RjX4vEzx
Tested with both 4096 and 8192 atlas size and Medium and High Sprite resolution
Thank you! I didn't think to test with Renai Transportation but that is the culprit and it makes sense.
Adding a line to prevent Renai from looking at the "boat" does prevent the crash from happening. I can't really tell what exactly in Renai is causing the problem but we can report it to them now.
FYI, you can make them load together if you edit Renai Transportation's data-final-fixes.lua to change line 1095 to the following snippet:
if not (string.match(ThingID, ".*boat.*")) then
MakeCarriageSprites(table.deepcopy(ThingData))
end
FYI, you can make them load together if you edit Renai Transportation's
data-final-fixes.luato change line 1095 to the following snippet:
if not (string.match(ThingID, ".*boat.*")) then MakeCarriageSprites(table.deepcopy(ThingData)) end
How do you insert this code into the line at 1095?
if (Category == "locomotive" or Category == "cargo-wagon" or Category == "fluid-wagon") then
MakeCarriageSprites(table.deepcopy(ThingData))
end
This is the current one.
Not insert. I wrote "change line 1095 to" which means delete the old code on that line ("MakeCarriageSprites(table.deepcopy(ThingData))") and paste the new code in the same spot. The new code just happens to be three lines instead of one, which is fine. So you end up with the new IF statement nested inside the existing IF statement.
Not insert. I wrote "change line 1095 to" which means delete the old code on that line ("MakeCarriageSprites(table.deepcopy(ThingData))") and paste the new code in the same spot. The new code just happens to be three lines instead of one, which is fine. So you end up with the new IF statement nested inside the existing IF statement.
if (Category == "locomotive" or Category == "cargo-wagon" or Category == "fluid-wagon") then
if not (string.match(ThingID, ".*boat.*")) then
MakeCarriageSprites(table.deepcopy(ThingData))
end
end
So This?