Eneas


Above the clouds of Nauvis lies the ancient moon Eneas. Not only does it hold secrets concerning the history of this star system, it is also home to an enigmatic machine called unit-05. Eneas does not modify vanilla content, only adds new items and recipes. It also contains improvements to early game progression and a database for factorio lore enthusiasts. >Multiplayer is unstable at the moment. There are desync issues.

Content
9 days ago
2.0
1.58K
Planets

b [Solved] Allowed Modules crashes on start

25 days ago
(updated 25 days ago)

when I try to enable Eneas with the Allowed Modules mod, I get the following error:

Failed to load mods: __core__/lualib/util.lua:801: bad argument #1 of 2 to 'pairs' (table expected, got nil)
stack traceback:
    [C]: in function 'pairs'
    __core__/lualib/util.lua:801: in function 'list_to_map'
    __allowed-modules__/data-final-fixes.lua:82: in main chunk

It seems as if something in how Eneas builds its prototypes doesnt match correctly with Allowed Modules.

Tried stripping down to straight Space Age + Eneas + Allowed Modules, still happens.
Disabling one or the other works fine - its specifically those two together.

25 days ago

Alright noted, I will take a look at this in the coming days. This is not a mod I am familiar with so this might take some time. Thanks for reporting!

25 days ago

Its just a small mod that adds a tooltip entry if Prod Modules are supported, and its easily removable, but felt I should at least bring it up...

25 days ago

Every report is appreaciated no matter how minor. Dont worry! I have also deleted your other thread concerning alien biomes for you, there is now a properly marked main thread for that issue.

20 days ago

I had a bit of a look into this one, and it looks like its a bit of an assumption by Allowed Modules based on how the data stage behaves.

Allowed Modules goes over entities looking for Module Slots, and if they have slots, assumes they have a list of allowed effects.
Your lab "auxiliary-ai" has 2 module slots, but no allowed_effects defined.
Game wont let you set a blank table of allowed_effects if you have module slots, but will let you not define allowed_effects.
Allowed Modules itself assumes that means any number of module slots means the prototype should have allowed_effects. Hence the "table expected, got nil" error.

Commenting out the module slots lets the mods work together (as does adding a check in AM)

18 days ago

Nice work! I was able to reproduce your error and this change indeed fixes it. I am pushing an update either tonight or tomorrow, this will definitely make it in with credit to you. Thanks alot

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