Search found 326 matches

by Stringweasel
Sun Apr 10, 2022 9:27 am
Forum: Resolved Problems and Bugs
Topic: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value
Replies: 5
Views: 1753

Re: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value

Solved. It was a corrupted biter and a corrupted turret. I destroyed and replaced these entities in a previous version (1.1.53) where it still worked, and now it's solved. Bilka helped me determine where the corruption was detected, but you can apparently find the classes where the corruption happen...
by Stringweasel
Sun Apr 10, 2022 8:16 am
Forum: Resolved Problems and Bugs
Topic: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value
Replies: 5
Views: 1753

Re: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value

Here is the save file. It's one of my Hall of Fame simulations. It's the map Wube used to create the Trailer in 2014, which was then migrated through all the versions to 1.1. I had to manually delete some files inside the zip when I migrated. I have other many maps that's also *almost* that old, but...
by Stringweasel
Sun Apr 10, 2022 7:59 am
Forum: Resolved Problems and Bugs
Topic: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value
Replies: 5
Views: 1753

Re: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value

My specific point of failure is: 12.086 Loading level.dat: 3949242 bytes. 12.088 Info Scenario.cpp:199: Map version 1.1.53-0 12.180 Warning Map.cpp:346: Map loading failed: NaN value loaded from input file. File could be corrupted. 12.359 Warning Map.cpp:346: Map loading failed: NaN value loaded fro...
by Stringweasel
Sun Apr 10, 2022 7:48 am
Forum: Resolved Problems and Bugs
Topic: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value
Replies: 5
Views: 1753

Re: [1.1.56] Failed to load a non-modded save from a supported game version because of a NaN value

Bug Reporst -> Technical Help -> Resolved

What happended?? :D

I have a save file that is also giving the exact same error message. It was running fine in the previous versions, but it failing now with this new check. I'm not sure what to look out for.
by Stringweasel
Mon Apr 04, 2022 1:24 pm
Forum: Modding help
Topic: Need ideas for GUI
Replies: 4
Views: 1329

Re: Need ideas for GUI

I don't really play with other characters. But it might be cool if you make it look like the Train Overview GUI. A bunch of thumbnails that you can scroll. And make it a standalone GUI in the center. :)
by Stringweasel
Fri Mar 18, 2022 12:33 pm
Forum: Modding help
Topic: How can I get the zoom ratio of the current screen?
Replies: 3
Views: 1101

Re: How can I get the zoom ratio of the current screen?

I want to add a screen zoom function, but it seems that "player. Zoom" only supports writing, but does not support reading. Is there a way to obtain the current zoom ratio? Because only in this way can smooth scaling be achieved I've tried to record with variables, but if the player adjus...
by Stringweasel
Thu Mar 17, 2022 2:54 pm
Forum: Modding help
Topic: Help, game error - no character
Replies: 23
Views: 4130

Re: Help, game error - no character

Unlike vanilla's raise_event(), it doesn't raise an event at all, but checks all remote interfaces for a function on_character_swapped_event. Ahh okay. That's kinda cool. So instead of blindly raising an event and not caring if someone is listening, it's rather checking if there is anyone listening...
by Stringweasel
Thu Mar 17, 2022 2:35 pm
Forum: Modding help
Topic: Help, game error - no character
Replies: 23
Views: 4130

Re: Help, game error - no character

The Jetpack mod also messes with characters. When you enable the jetpack it destroys your character and creates a new one wearing the jetpack. So your mod will have to listen to that remote event. Inside the jetpack script it has this function which calls raise_event raise_event(Jetpack.on_character...
by Stringweasel
Tue Mar 15, 2022 11:46 am
Forum: Won't implement
Topic: option for LuaForce.clear_chart to not remove tags
Replies: 8
Views: 2476

Re: option for LuaForce.clear_chart to not remove tags

curiosity wrote:
Tue Mar 15, 2022 10:55 am
It's more complicated than that:
Ahh, thought there might be something like that lurking with Rseding said that tags are stored in the chart. Thanks for clarifying :)
by Stringweasel
Tue Mar 15, 2022 7:58 am
Forum: Won't implement
Topic: option for LuaForce.clear_chart to not remove tags
Replies: 8
Views: 2476

Re: option for LuaForce.clear_chart to not remove tags

You could always work around it. Use find_chart_tags to find all the tags in the area you want to clear and remember them, and after you cleared the chart you add_chart_tag them all back in.
by Stringweasel
Wed Mar 09, 2022 12:36 pm
Forum: Modding help
Topic: Ask about the syntax of lua
Replies: 6
Views: 1640

Re: Ask about the syntax of lua

I would do something like this :)

Code: Select all

local prefix = "setting"
local settings = {}

for i=1,5 do
	settings[i] = prefix..i	
	print(settings[i])
end

Which will print:

Code: Select all

setting1
setting2
setting3
setting4
setting5
by Stringweasel
Thu Mar 03, 2022 2:11 pm
Forum: Ideas and Suggestions
Topic: Better victory GUI
Replies: 8
Views: 2431

Re: Better victory GUI

I want to revivie this thread, because the Victory Screen doesn't really fit with the rest of the game. The game is focussed on automation , not conflict . As Néomorphos mentioned, knowing how much wooden boxes you destroyed isn't very exciting and a bit of an anti-climax. There are much cooler stas...
by Stringweasel
Tue Mar 01, 2022 1:32 pm
Forum: Modding help
Topic: Question - Rotated Sprite image layers
Replies: 1
Views: 720

Re: Question - Rotated Sprite image layers

Best would be to show what you tried to do. What I imagine you should do though is create a new car sprite sheet from the original, and edit each picture to include the bots. It can't easily be done with only code, because at sometimes the bots will be hidden behind the car. The sprite-sheets you'll...
by Stringweasel
Fri Feb 04, 2022 6:21 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 131299

Re: Friday Facts #367 - Expansion news

what will be the price for a new customer buying himself right into the 1.2 version? will that be 60$? It sounds like the expansion will be a complete game as well, meaning new players will only have to buy the expansion. They mention that the expantion will be sortoff like a mod, and able to be &q...
by Stringweasel
Thu Feb 03, 2022 12:23 pm
Forum: Modding help
Topic: Changing another mods tech prerequisites
Replies: 2
Views: 1008

Re: Changing another mods tech prerequisites

Looking at it again, and comparing it to Krastorio's info.json it should probably be: { "name": "AAI-tech-tweak", "version": "0.1.0", "title": "AAITT", "author": "You", "factorio_version": "1.1", &quo...
by Stringweasel
Thu Feb 03, 2022 12:20 pm
Forum: Modding help
Topic: Changing another mods tech prerequisites
Replies: 2
Views: 1008

Re: Changing another mods tech prerequisites

What is the folder structure of your mod? It could also be that your info.json is malformed. Pretty sure that will cause your mod to be ignored. ["?aai-programmable-vehicles >= 0.7.20]" <-- The quotation mark doesn't look right "description": "This mod changes the requiremen...
by Stringweasel
Sun Jan 30, 2022 10:47 am
Forum: Mods
Topic: [MOD 0.10.x] Trailer Mod
Replies: 15
Views: 20232

Re: [MOD 0.10.x] Trailer Mod

This map is now visible in the non-official Hall of Fame ! https://raw.githubusercontent.com/heinwessels/Factorio-HallOfFame/main/pictures/trailer_2014.png Funilly enough, it has a single purple science assembler that was used for alien science back in the day because the map is from Factorio 0.10. ...
by Stringweasel
Thu Jan 27, 2022 8:29 pm
Forum: Minor issues
Topic: [1.1.53] Pump speed exceeding maximum when multiple fluidbox connections
Replies: 2
Views: 1381

[1.1.53] Pump speed exceeding maximum when multiple fluidbox connections

What If you create a custom pump entity with multiple fluidbox connections then it's possible for the pump to exceed the set transfer rate. How Someone posted a bug on my Fluidic Power mod where my power-switches, which are actually pumps, are exceeding their transfer rate. They are set to 5000 uni...
by Stringweasel
Fri Jan 21, 2022 8:59 am
Forum: Gameplay Help
Topic: looking for a nano factory
Replies: 5
Views: 1726

Re: looking for a nano factory

Or one of my favourites, building an entire base in one chunk :D
https://www.reddit.com/r/factorio/comme ... e_tracker/
as seen in the Hall of Fame :P

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