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satisfactory_ab-cablechoices's Issues

Crashes when launching with Ficsit networks

The cristmas patch patch for Ficsit networks doesn't work with Cable Choices +.
Crashes on launch.
Ficsits networks creator beleves it is caused by Cable Choices + because previously Cable Choices + had broken unused blueprints that Ficsits networks still tried to ananlyze/load.

Version: 174506, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: -, IsUsingMods: Yes Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000 FactoryGame_CoreUObject_Win64_Shipping!UScriptStruct::TCppStructOps<FRotator>::Identical() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\coreuobject\public\uobject\class.h:1341] FactoryGame_Engine_Win64_Shipping!UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:449] FactoryGame_Engine_Win64_Shipping!UBlueprintGeneratedClass::UpdateCustomPropertyListForPostConstruction() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:628] FactoryGame_Engine_Win64_Shipping!UBlueprintGeneratedClass::SerializeDefaultObject() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:298] FactoryGame_CoreUObject_Win64_Shipping!UClass::SerializeDefaultObject() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\coreuobject\public\uobject\class.h:3103] FactoryGame_CoreUObject_Win64_Shipping!FAsyncPackage::EventDrivenSerializeExport() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:3193] FactoryGame_CoreUObject_Win64_Shipping!FAsyncPackage::ProcessImportsAndExports_Event() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:3523] FactoryGame_CoreUObject_Win64_Shipping!<lambda_021cf6e1d064bc3759a30032930b9dad>::operator()() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:2291] FactoryGame_CoreUObject_Win64_Shipping!FAsyncLoadingThread::ProcessAsyncLoading() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4055] FactoryGame_CoreUObject_Win64_Shipping!FAsyncLoadingThread::TickAsyncThread() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4840] FactoryGame_CoreUObject_Win64_Shipping!FAsyncLoadingThread::Run() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4767] FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [d:\ws\sb-211116092526-440\ue4\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:86]
FactoryGame.log

Cable Choices + Ficsmas Lights

The Ficsmas Power Line alternate calls for an item that isn't in the game. I can build the line with no cost on from Pak but then when you deconstruct it, the item is in a loot crate that you can't loot. You have to delete it. If I look in recipes, it comes up as an alt recipe for that item but can't be created or even made with pak utility.

Powerlines going off to infinity

Hello, My friend and I recently started using this mod and ran into a few issue with the Paintable Power Line in particular and... the behaviour for the multiplayer guest is... random. Got a few screenshots.

Guest ( GTX 1060 1440p )
image

Host ( GTX 3080 4k )
image

Also Guest
image

Source of the last images cables..... our power distribution station.

Host
image

Guest
image

Note that all of the random cables are selectable by the guest as if they are actually there, ie, not just visual, and the cables are destructible and the host sees the cable removed from its actual location. My guess as a software dev is that the origin of the cables is being sent to the guest but not the other end and thus the coordinate is defaulting to "0".

Weirdly this doesn't exist for new cables, but only for cables loaded off of the save file, only for the guest, and only for Power Pole to Power Pole. Wall Power to Power Pole works just fine.

If you'd like a copy of the save file I can send that through.

Cable Replacement No Longer Working

When trying to replace an existing power line with another type of cable the preview of the new cable does not render and clicking produces no response from the game. Build tools is showing an error "You need to hook this up to a connection"

Error installing AB_CableMod, via Satisfactory Mod Manager

When attempting to download this mod, i get and immediate error message.

From the SMM log file,

2021-05-15 15:13:02:106	[ERROR]	Error installing AB_CableMod.
All changes were discarded.
Trace
Error: Error installing AB_CableMod.
All changes were discarded.
    at LockfileGraph.validate (C:\Program Files\Satisfactory Mod Manager\resources\app.asar\node_modules\satisfactory-mod-manager-api\lib\lockfile.js:128:23)
    at async C:\Program Files\Satisfactory Mod Manager\resources\app.asar\node_modules\satisfactory-mod-manager-api\lib\manifest.js:164:13
    at async Array.forEachAsync (C:\Program Files\Satisfactory Mod Manager\resources\app.asar\node_modules\satisfactory-mod-manager-api\lib\utils.js:212:9)
    at async Object.mutateManifest (C:\Program Files\Satisfactory Mod Manager\resources\app.asar\node_modules\satisfactory-mod-manager-api\lib\manifest.js:158:5)
    at async SatisfactoryInstall.manifestMutate (C:\Program Files\Satisfactory Mod Manager\resources\app.asar\node_modules\satisfactory-mod-manager-api\lib\satisfactoryInstall.js:154:75)
    at async SatisfactoryInstall.installMod (C:\Program Files\Satisfactory Mod Manager\resources\app.asar\node_modules\satisfactory-mod-manager-api\lib\satisfactoryInstall.js:196:9)

i got no other info, and after the first two failure to install, i attempted to run with no other mods installed, to check for case of conflict.

Just wanted to pass the info on, your mod looks really cool with the ziplines, i hope you are able to get this resolved when you can.

Skyhook Poles placed in complete edge/corder of an foundation prevent other foundation placements

This is not the end of the world, but a little issue I found with the Skyhook Poles, when you placed on the complete edge or corner of an foundation, this prevent other foundation to be placed on that side due to "Encroaching Clearance". This doesn't append with Vanilla Pole. I'm not sure what you can do to fixed that, but if you find a way, this will be nice!

Cable Choices + version: 0.0.1
Satisfactory Build: 150216
SML version: 3.0.0

Crash as of recent

As of recently, this mod crashes the game with the following crashlog:

Version: 155370, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: -, IsUsingMods: Yes

Fatal error: [File:D:/ws/SB-210421141322-21c/UE4/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3194] FGInstancedSplineMeshComponent /AB_CableMod/Test/Build_AB-PowerLineTestInstanced.Build_AB-PowerLineTestInstanced_C:NODE_AddFGInstancedSplineMeshComponent-4: Serial size mismatch: Got 109, Expected 45

FactoryGame_CoreUObject_Win64_Shipping!FAsyncPackage::EventDrivenSerializeExport() [d:\ws\sb-210421141322-21c\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:3194]
FactoryGame_CoreUObject_Win64_Shipping!FAsyncPackage::ProcessImportsAndExports_Event() [d:\ws\sb-210421141322-21c\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:3504]
FactoryGame_CoreUObject_Win64_Shipping!<lambda_021cf6e1d064bc3759a30032930b9dad>::operator()() [d:\ws\sb-210421141322-21c\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:2286]
FactoryGame_CoreUObject_Win64_Shipping!FAsyncLoadingThread::ProcessAsyncLoading() [d:\ws\sb-210421141322-21c\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4037]
FactoryGame_CoreUObject_Win64_Shipping!FAsyncLoadingThread::TickAsyncThread() [d:\ws\sb-210421141322-21c\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4820]
FactoryGame_CoreUObject_Win64_Shipping!FAsyncLoadingThread::Run() [d:\ws\sb-210421141322-21c\ue4\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:4747]
FactoryGame_Core_Win64_Shipping!FRunnableThreadWin::Run() [d:\ws\sb-210421141322-21c\ue4\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:86]

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