More Module Slots


Add more module slots to anything that can currently accept them, and sometimes, some that dont.

3 years ago
0.17 - 1.1
3.71K

g This mod has issues with Deep Mines

4 years ago

74.230 Mods to disable:Failed to load mods: Error while loading entity prototype "deep-mine-beacon" (beacon): Value outside of range in property tree at ROOT.beacon.deep-mine-beacon.module_specification.module_slots
Modifications: Deep Mine › Squeak Through › More Module Slots

https://mods.factorio.com/mod/DeepMine

4 years ago

This should be fixed in 0.0.9

I've added the ability for other mods to blacklist their own entities.

4 years ago

So it's an issue on their end then?

4 years ago

They've set the number of module slots for the deep-mine-beacon to 65535 (the highest possible int before buffer overflow).

As Proof Of Concept, I've blacklisted the entity, so it should now work with the game, but I will, as a general rule not resolve any other incompatibilities, as I've exposed the tools in order to do so.

4 years ago
(updated 4 years ago)

Well Enigmatic we seem to agree, I also won't add compatibility to other mods that mess with my mods hidden entities.

Passive aggressiveness aside, what you should do, what any good code should do, is add range checks.
if count > int_max then count = int_max.

4 years ago

Thanks for the critique.
I should probably be checking that.

I might just add that in the next release (coming soon as I'm a numpty)

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