Search found 58 matches

by micromario
Fri Oct 29, 2021 2:30 am
Forum: Resolved Problems and Bugs
Topic: [1.1.44] Error FixedPointNumber.hpp:29: double value not in range for fixed point number: nan
Replies: 3
Views: 1231

[1.1.44] Error FixedPointNumber.hpp:29: double value not in range for fixed point number: nan

Hello, me again. I submitted a bug report recently for this same error message. https://forums.factorio.com/100407 The particular case was fixed (thank you!) however I found a separate case. I was AFK on the main menu for ~15 minutes when this I got this crash. I have main menu simulations enabled. ...
by micromario
Wed Oct 27, 2021 3:11 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.43] Thread pool error with LaneBalancer mod
Replies: 1
Views: 2134

[1.1.43] Thread pool error with LaneBalancer mod

Good morning! Yesterday I was running version Factorio 1.4.41 Whenever I updated to .43 I noticed that my save was corrupted. It would crash to desktop immediately after loading the save I managed to narrow down the problem to this mod https://mods.factorio.com/mod/LaneBalancer Whenever you try to r...
by micromario
Wed Oct 27, 2021 1:55 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1236724

Re: Bugs & FAQ

Crash when starting a new game in a void world https://i.imgur.com/6WDeG2d.png What is a void world? How do I reproduce this? script.on_event(defines.events.on_chunk_generated, function(event) local surface = event.surface if surface.name ~= 'nauvis' then return end surface.map_gen_settings = {widt...
by micromario
Tue Oct 26, 2021 10:12 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1236724

Re: Bugs & FAQ

Crash when starting a new game in a void world
Image
by micromario
Mon Oct 04, 2021 7:50 pm
Forum: Implemented mod requests
Topic: Saving entity custom data to blueprint
Replies: 6
Views: 4143

Re: Saving entity custom data to blueprint

Hello. I don't know when this was added but blueprint ghosts now support the "tags" attribute for every entity. This means you can save data to blueprints without any hidden combinators/programmable speakers Here is a quick example on how to use the feature Saving data local function save_...
by micromario
Mon Oct 04, 2021 6:07 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.41] crash when running /c game.player.opened=defines.gui_type.tutorials
Replies: 1
Views: 2114

[1.1.41] crash when running /c game.player.opened=defines.gui_type.tutorials

Hello

running this command will crash the game

/c game.player.opened=defines.gui_type.tutorials
factorio-previous.log
(19.82 KiB) Downloaded 179 times
by micromario
Thu Sep 10, 2020 12:42 am
Forum: Modding interface requests
Topic: Fill an item stack from an inventory/container
Replies: 1
Views: 1238

Re: Fill an item stack from an inventory/container

+1

I've had this same issue in the past, although the extra lua to check the entire inventory isn't that bad
by micromario
Wed Sep 09, 2020 7:17 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [1.0.0] Crash with modded storage tanks: "Tile index out ouf bounds" (texture streaming)
Replies: 2
Views: 3082

[posila] [1.0.0] Crash with modded storage tanks: "Tile index out ouf bounds" (texture streaming)

I've recently made this mod https://mods.factorio.com/mod/fluid-memory-storage Some people have reported crashes when you connect a pipe to the unit however it works fine for most players. https://media.discordapp.net/attachments/748204286873436271/753331767825662033/unknown.png Here is the prototyp...
by micromario
Wed Aug 19, 2020 7:18 pm
Forum: Modding interface requests
Topic: LuaLogisticPoint.active
Replies: 0
Views: 540

LuaLogisticPoint.active

Hello, I would like to see a new writable property defined for LuaLogisticPoint; LuaLogisticPoint.active Setting LuaLogisticPoint.active = false would stop all pickups or deliveries by bots https://mods-data.factorio.com/assets/4b89c9d3e7ae1cbb8457f0ae75444976ee64570f.png My use-case is this: I made...
by micromario
Wed Aug 19, 2020 6:42 pm
Forum: Ideas and Suggestions
Topic: Spidertron should be an ennemy
Replies: 2
Views: 1002

Re: Spidertron should be an ennemy

I'm sorry but they will never add this

If you think Spidertron is too scary, I recommend this mod
https://mods.factorio.com/mod/arachnophobia
by micromario
Tue Aug 18, 2020 3:40 pm
Forum: Balancing
Topic: Spidertron speed buff
Replies: 44
Views: 22493

Re: Spidertron buff

[...] sounds perfectly moddable, your problem doesn't seem to happen on my maps. maybe i just have different needs. either way, mod it! Except spidertron prototype is missing the speed property, that's something I think I've read somewhere. And the MK3 God spider mod doesn't make them faster, only ...
by micromario
Mon Aug 17, 2020 8:41 pm
Forum: Implemented mod requests
Topic: on_spider_reached_destination
Replies: 1
Views: 1104

Re: on_spider_reached_destination

I've found a workaround which is to check if autopilot_destination is nil, and player hasn't driven the vehicle, and the spidertron remote hasn't been used
by micromario
Mon Aug 17, 2020 3:54 pm
Forum: Implemented mod requests
Topic: expose custom name
Replies: 4
Views: 1878

expose custom name

Spidertron custom name is not exposed in the API

I would use this to specify a single spidertron to the player
by micromario
Sun Aug 16, 2020 1:46 pm
Forum: Implemented mod requests
Topic: on_spider_reached_destination
Replies: 1
Views: 1104

on_spider_reached_destination

I would like to see this event added Would be called when any spidertron reaches its autopilot_destination Event parameters vehicle :: LuaEntity: Spider vehicle which was requested to move. position :: Position: Goal position to which spidertron was sent to. player_index :: index of the player who r...
by micromario
Sat Aug 15, 2020 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Crash when adding extra legs to spidertron
Replies: 1
Views: 1730

[1.0.0] Crash when adding extra legs to spidertron

Steps to reproduce:
1. place spidertron
2. save + exit factorio
3. add another leg to spidertron in prototypes
4. open your save
5. factorio will crash
factorio-current.log
(11.28 KiB) Downloaded 146 times
by micromario
Thu Aug 13, 2020 5:51 pm
Forum: Ideas and Suggestions
Topic: Add more information to entity descriptions
Replies: 14
Views: 2859

Re: Add more information to entity descriptions

AmericanPatriot wrote: ↑
Thu Aug 13, 2020 4:55 pm
micromario wrote: ↑
Thu Aug 13, 2020 5:30 am
I also feel that
"Last user: micromario"
Could be removed from entity descriptions
That is often used in multiplayer to figure out who griefed or built something
Could still be hidden in singleplayer
by micromario
Thu Aug 13, 2020 6:42 am
Forum: Ideas and Suggestions
Topic: Add more information to entity descriptions
Replies: 14
Views: 2859

Re: Add more information to entity descriptions

You could also use chunks*16 and call it tiles
by micromario
Thu Aug 13, 2020 5:30 am
Forum: Ideas and Suggestions
Topic: Add more information to entity descriptions
Replies: 14
Views: 2859

Add more information to entity descriptions

Here are some features from my new mod Extended Descriptions that I think would go well in the base game https://mods.factorio.com/mod/extended-descriptions https://mods-data.factorio.com/assets/24ac8b5f4e3b153386d4b05763e5ceeaeffbe51e.png https://mods-data.factorio.com/assets/b3c8a3e662360c96125afc...
by micromario
Mon Aug 10, 2020 5:33 pm
Forum: Won't implement
Topic: LuaEntity.custom_description
Replies: 1
Views: 827

LuaEntity.custom_description

You can currently use LuaItem.custom_description to set a custom localised string as the description

It would be nice if we could also use this on entities

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