I have "updated" nanotorio to throw the engine error. (v0.0.2)
Seems easy/reliable to replicate.
No other mods installed.
Only changes between this version and the previous version is to lines 102 and 103 which is related to calculating fluidbox resizing ratios.
Search found 356 matches
- Wed Nov 06, 2019 4:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.75] Engine crash messing about with prototypes
- Replies: 3
- Views: 2685
- Wed Nov 06, 2019 2:36 am
- Forum: Mods
- Topic: [0.17+] Stacktorio
- Replies: 0
- Views: 1215
[0.17+] Stacktorio
Stacktorio Factorio but instead of fighting biters with guns you're fighting a disintegrating planet with automation. Alt. Warptorio but instead of your factory warping on a platform, you automate your factory with belts for the next planet. https://mods-data.factorio.com/assets/b339e5a7adf2379e166...
- Wed Nov 06, 2019 1:58 am
- Forum: Not a bug
- Topic: [0.17.75] Weird tile display bug related to charting
- Replies: 2
- Views: 821
[0.17.75] Weird tile display bug related to charting
https://i.gyazo.com/f83d2a7b553427b0025a16b8914d8052.mp4 Mod: https://mods.factorio.com/mod/stacktorio If you can't see it, there's a weird row of tile transitions that probably shouldn't be there. It seems to be related to custom chunk generation functions (I set tiles to out-of-map in on_chunk_ge...
- Tue Nov 05, 2019 10:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.75] Engine crash messing about with prototypes
- Replies: 3
- Views: 2685
[0.17.75] Engine crash messing about with prototypes
I'm currently messing about with the prototypes and have managed to create this error every time i hit the restart button (repetitive error messages & testing stuff), so this is probably related to something not just failing to load correctly and horribly breaking when the data stage throws a va...
- Tue Nov 05, 2019 9:23 pm
- Forum: Modding help
- Topic: Non-square non-1x1 inserter giving constant error
- Replies: 12
- Views: 2834
Re: Non-square non-1x1 inserter giving constant error
Seems like having certain prototypes completely unrelated to the inserter (e.g. data.raw.item-entity) with incorrect collision boxes also cause this error.
Weird.
Weird.
- Mon Nov 04, 2019 11:10 pm
- Forum: Mods
- Topic: [0.17+] Spaceblock
- Replies: 5
- Views: 7906
Re: [0.17+] Spaceblock
I have increased starter landfill to 1000 and you can destroy items at any time by putting it in a chest and shooting it.
Hope this helps
Hope this helps
- Mon Nov 04, 2019 7:29 pm
- Forum: Mods
- Topic: [0.17+] Starshiptorio
- Replies: 1
- Views: 1985
[0.17+] Starshiptorio
Starshiptorio FTL but it's actually Factorio-er Than Light. https://mods-data.factorio.com/assets/92c19040e69b0b12abbacf9b588d64910da807d7.png https://mods-data.factorio.com/assets/d1878aed1b4f0110492f42e3925c4d023b1b85cf.png https://i.gyazo.com/b6e314aaffdcb59630ac513030438ce6.mp4 Lore This mod is...
- Mon Nov 04, 2019 9:35 am
- Forum: Minor issues
- Topic: [Rseding] 0.17.74 - LuaSurface.set_tiles kills the player for no good reason
- Replies: 3
- Views: 1142
[Rseding] 0.17.74 - LuaSurface.set_tiles kills the player for no good reason
https://i.gyazo.com/e085c7cddd6fd8818ed346459f369dc2.png /c local f=game.player.surface local p=game.player.position f.set_tiles{ {name="out-of-map",position={p.x,p.y+1}} } https://i.gyazo.com/eaa10a318b884e4de47aa6035eabe426.png Why does this kill the player? You can clearly see i'm stan...
- Sun Nov 03, 2019 12:04 am
- Forum: Modding help
- Topic: How to create tiles that prevents building
- Replies: 3
- Views: 1349
Re: How to create tiles that prevents building
Your code didn't seem to work, but i got it to work again with some tinkering. local function addCollisionItem(item,layer) if(item)then if(item.collision_mask)then table.insert(item.collision_mask,layer) else item.collision_mask={layer,"water-tile","player-layer"} end end end loc...
- Sat Nov 02, 2019 8:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] 0.17.74 LuaRecipe.results[x].probability is inconsistent
- Replies: 5
- Views: 3684
Re: 0.17.74 LuaRecipe.results[x].probability is inconsistent
This is a display bug, what your second example will result in is that it produces 2 ores at 10%, or 90% nothing. Displayed would be a production of 0.2 (2 x 0.1). Yeah that's what i was expecting to happen. Not really easy to measure the actual probability while it's telling you it's a 100% chance...
- Sat Nov 02, 2019 8:00 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] 0.17.74 LuaRecipe.results[x].probability is inconsistent
- Replies: 5
- Views: 3684
[Twinsen] 0.17.74 LuaRecipe.results[x].probability is inconsistent
Hi, i've noticed that setting an ingredient probability doesn't appear to function consistently. e.g. results={ {type="item",name="iron-ore",amount=1,probability=0.1} } This will give the recipe a 10% chance to produce one iron-ore. But if i do results={ {type="item",na...
- Sat Nov 02, 2019 5:40 am
- Forum: Won't implement
- Topic: LuaTechnology.effects[1].type="LOCK-recipe"
- Replies: 3
- Views: 1746
LuaTechnology.effects[1].type="LOCK-recipe"
Can we have a lock-recipe technology effect type? It does the opposite of unlock-recipe. The purpose of this request is to add recipes that are "upgrades" of the same recipe, but be able to prevent those less efficient recipes from showing. Lock-recipe technology effect would (ideally) mak...
- Fri Nov 01, 2019 2:11 pm
- Forum: Mods
- Topic: [0.17+] Spaceblock
- Replies: 5
- Views: 7906
[0.17+] Spaceblock
Spaceblock Seablock, but without the sea. https://i.gyazo.com/8c24a5a15a506aad0c4140dd35100340.png The biggest difference from this mod to seablock is that Spaceblock relies exclusively on vanilla, and does not need any other mods to function. It's the "vanilla-standalone" version of seab...
- Fri Nov 01, 2019 12:05 am
- Forum: Modding help
- Topic: 0.17.74 - Inconsistent behavior of LuaRecipe.icons.icon_size
- Replies: 3
- Views: 762
Re: 0.17.74 - Inconsistent behavior of LuaRecipe.icons.icon_size
Thanks for the info, i completely forgot about this special behavior with the first layer.
I ended up adding a unique icon for the recipe, but in future i think i could just use a dummy icon so it doesn't freak out like that.
I ended up adding a unique icon for the recipe, but in future i think i could just use a dummy icon so it doesn't freak out like that.
- Thu Oct 31, 2019 8:11 pm
- Forum: Modding help
- Topic: 0.17.74 - Inconsistent behavior of LuaRecipe.icons.icon_size
- Replies: 3
- Views: 762
0.17.74 - Inconsistent behavior of LuaRecipe.icons.icon_size
Something is clearly wrong here.
Why is it huge in the inventory and crafting queue, but tiny on the assembler?
Why is it huge in the inventory and crafting queue, but tiny on the assembler?
- Thu Oct 31, 2019 8:08 pm
- Forum: Modding interface requests
- Topic: Space overlay between "out-of-map" and regular ground tiles
- Replies: 0
- Views: 522
Space overlay between "out-of-map" and regular ground tiles
Basically i'd like to have a space overlay underneath the landfill tiles, and i can't think of a good way to do it that gives that typical "space" perspective. Tiles don't really get the job done because it would look to repetitive, and doesn't give much control over the actual style of th...
- Thu Oct 31, 2019 6:57 pm
- Forum: Not a bug
- Topic: 0.17.74 - rendering.draw_sprite{render_layer=X} doesn't interact correctly with tiles
- Replies: 2
- Views: 715
0.17.74 - rendering.draw_sprite{render_layer=X} doesn't interact correctly with tiles
I would expect it to be drawn under the tiles, but isn't.
- Thu Oct 31, 2019 2:19 pm
- Forum: Modding interface requests
- Topic: Bring back resource_prototype.autoplace_specification.coverage
- Replies: 13
- Views: 3980
Re: Bring back resource_prototype.autoplace_specification.coverage
A simpler method of tweaking the autoplacement (without significantly altering it) might be to look at and re-use the existing autoplacement generation functions for the ores. These functions can be found in steamapps\common\Factorio\data\base\prototypes\entity\demo-resources.lua and steamapps\commo...
- Sat Oct 26, 2019 4:45 am
- Forum: Won't implement
- Topic: LuaTile.get_light_level()
- Replies: 6
- Views: 1751
Re: LuaTile.get_light_level()
Another name for this function could be LuaTile.get_luminosity() The use is to return some value showing how "lit" a given position is, taking into account things like lamps, time of day, darkness and the player flashlight. Screenshot illustrating what i'm hoping to get from this request: ...
- Fri Oct 25, 2019 5:06 pm
- Forum: Won't implement
- Topic: LuaTile.get_light_level()
- Replies: 6
- Views: 1751
LuaTile.get_light_level()
Can has a method to get the light level on a surface's x,y position (or a LuaTile) please?