Quantum Fabricator

by Tename

Makes construction bots and malls mostly obsolete by automatically crafting and building ghosts for you. Will handle most things construction bots are doing, like deconstruction, upgrades, placing/removing tiles, inserting modules and repairs.

Utilities
10 days ago
2.0
4.76K
Logistics Manufacturing Storage Cheats

g Factissmo Game Crash when factory building is destroyed

25 days ago

When a factissmo building is destroyed with this mod enabled, the game crashes.

Error while running event factorissimo-2-notnotmelon :: on_entity_died (ID 4)
factorissimo-2-notnotmelon /script/factory-buildings.lua:577: Failed to
generate factory item. Are you using the quantum-fabricator mod? See
https://github.com/notnotmelon/factorissimo-2-notnotmelon/issues/203
stack traceback:
[C]: in function 'assert'
factorissimo-2-notnotmelon /script/factory-buildings.lua:577: in function '?'
factorissimo-2-notnotmelon
/lib/events.lua:25: in function
factorissimo-2-notnotmelon

/lib/events.lua:23>

This is due to factorissmo tries to spawn a factory item and mark it for destruction. But this mod detects a item is marked for destruction, and calls instant deforestation on the item, delete it before factorissmo asserts the item is valid.

Solution: check for factory item and don't delete it.

In scripts/debuilder.lua, in instant_deforestation(entity, player_index), line 130:
if Non_deconstructable_entities[entity.stack.name] then return end

(ps, you have no idea how long I spend trying to figure out what was going on XD)

25 days ago

Also, I can't remember if I updated this part or if this was on last update, but Non_deconstructable_entites need to contain 6 entities, since there are total of 6 possible factory buildings.
["factory-1"] = true,
["factory-2"] = true,
["factory-3"] = true,
["factory-1-instantiated"] = true,
["factory-2-instantiated"] = true,
["factory-3-instantiated"] = true,

25 days ago

ngl, I'm kinda mad that instead of like trying to notify me of the crash that was known for more than month notnotmelon just added a warning to their mod and marked the issue as resolved. What was resolved about it?

Anyway, thanks for debugging it, fixed.

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