The player stands like a giant near the vehicles. Now you can adjust the size of your character -- and you can change your appearance at any time if you've other mods that provide extra characters!
Small changes concerning balance, gameplay, or graphics.
date?
I'm sorry I couldn't prepare an update yet. Unfortunately, it will take some more time: I'm quite busy in RL at the moment, so I can't spend much time on modding right now. With some luck I may be able to squeeze off some hours, but right now it seems that RL will take over until at least the first week of November.
My plan is to update the helper mod first because that has a lot of mods depending on it. After that, it should be the turn of this mod. Let's hope there are not too many things that are broken by the update! Sorry for the inconvenience!
I can help you update it.
you can just up "factorio_version": "2.0",
I've already begun preparations last week. Unfortunately, there are a lot of changes involved – not just simple things like renaming global
to storage
, but things like item quality (may impact the bonus granted by armor), surfaces related to planets, etc. Just changing the version number may or may not be sufficient to boot up Factorio to the main menu, but the mod will definitely break as soon as you're trying to start/load a game.
Made some progress, but I've run into a problem that I believe to be a Factorio bug …
Is there any way to just make the scaling work in the meantime, every thing looks so weird with bob being so big....
Please try version 2.0.0! :-)
Error while running event minime::on_init()
minime/scripts/player.lua:1238: attempt to index local 'available' (a nil value)
stack traceback:
minime/scripts/player.lua:1238: in function 'init_player'
minime/scripts/gui.lua:108: in function 'make_gui_character_pages'
minime/scripts/character.lua:1221: in function 'update_character_list'
minime/control.lua:227: in function 'init'
minime/control.lua:307: in function <minime/control.lua:304>
The mod miniMAXIme: Character scaler and selector (2.0.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event minime::on_init()
minime/scripts/player.lua:1238: attempt to index local 'available' (a nil value)
stack traceback:
minime/scripts/player.lua:1238: in function 'init_player'
minime/scripts/gui.lua:108: in function 'make_gui_character_pages'
minime/scripts/character.lua:1221: in function 'update_character_list'
minime/control.lua:227: in function 'init'
minime/control.lua:307: in function <minime/control.lua:304>
Same error on my end.
Thanks for the report! That's easily fixed by changing line 1216 of scripts/player.lua to this:
local available = p_data.available_characters or minime.EMPTY_TAB
However, I've found yet another issue: There are no previews if you add the mod to an existing game until you reset the GUI (use the secondary GUI to disable one of the characters and apply to rebuild the GUI, then you can enable the character again). I'll look into this now …
I would like to make another bug report myself.
While mech armor properly scales on the ground, once it takes flight it returns to the base game size.... which looks really silly in the few seconds when you inflate to almost double size, then back.
Mech armor is a Space Age thing? Haven't bought it, so I can't test that …
Yea, its the space age thing shown off in devblog 433 and thats completely fair.
If there is some way to help with it I would be glad too, if not I can just disable flying in its prototype on my end for now.
Some one uploaded the data for it over here I just relized, if it helps.
I get this error every time I try to play the game (not on start up but right after the crash cut seen)
The scenario level caused a non-recoverable error.
Please report this error to the scenario author.
Error while running event level::crash-site-skip-cutscene (ID 199)
The mod miniMAXIme: Character scaler and selector (2.0.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event minime::on_cutscene_cancelled (ID 178)
minime/scripts/player.lua:1238: attempt to index local 'available' (a nil value)
stack traceback:
minime/scripts/player.lua:1238: in function 'init_player'
minime/scripts/player.lua:1473: in function 'event_handler'
minime/scripts/events.lua:303: in function <minime/scripts/events.lua:300>
stack traceback:
[C]: in function 'exit_cutscene'
level/freeplay.lua:122: in function 'handler'
core/lualib/event_handler.lua:47: in function <core/lualib/event_handler.lua:45>
(this one after I try to load a save)
The mod miniMAXIme: Character scaler and selector (2.0.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event minime::on_init()
minime/scripts/player.lua:1238: attempt to index local 'available' (a nil value)
stack traceback:
minime/scripts/player.lua:1238: in function 'init_player'
minime/scripts/gui.lua:108: in function 'make_gui_character_pages'
minime/scripts/character.lua:1221: in function 'update_character_list'
minime/control.lua:227: in function 'init'
minime/control.lua:307: in function <minime/control.lua:304>
Tried your workaround but it does not help. (may not of done it right since I edited it in the compressed file)
did the workaround wrong, It is fixed now. sorry for the trouble.
I too have the same issue as DarknessLilly
Tried your workaround but it does not help. (may not of done it right since I edited it in the compressed file)
Not sure, but I guess if you did the edit in a compressed file this won't take effect until you've restarted Factorio. I assume if zipped mods are loaded they must be either unpacked to a temporary file or read into memory by the game, so a cached version is used and changes to the archive won't take effect immediately. When editing files in a mod, you should unpack it first. No need to pack it again, on restarting the game the unpacked mod will take precedence over the packed mod with the same version number.
The crash should be fixed in version 2.0.1, please give it a try! :-_)
Hey Pi-C, i don't think if it is related, it's working well in a new game, but when loading a game that didn't have the mod i get this error:
The mod miniMAXIme: Character scaler and selector (2.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event minime::on_configuration_changed
minime/scripts/player.lua:51: attempt to index local 'player_chars' (a nil value)
stack traceback:
minime/scripts/player.lua:51: in function 'initialize_player_previews'
minime/control.lua:418: in function <minime/control.lua:371>
Also trying to load a save from dedicated server, seems to result in the same error:
9.163 Error ServerMultiplayerManager.cpp:84: MultiplayerManager failed: "The mod miniMAXIme: Character scaler and selector (2.0.1) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event minime::on_configuration_changed
minime/scripts/player.lua:51: attempt to index local 'player_chars' (a nil value)
stack traceback:
minime/scripts/player.lua:51: in function 'initialize_player_previews'
minime/control.lua:418: in function <minime/control.lua:371>"
9.163 Info ServerMultiplayerManager.cpp:803: updateTick(18446744073709551615) changing state from(CreatingGame) to(InitializationFailed)
9.163 Info CommandLineMultiplayer.cpp:211: Exit point.
9.193 Info ServerMultiplayerManager.cpp:146: Quitting multiplayer connection.
9.193 Info ServerMultiplayerManager.cpp:803: updateTick(18446744073709551615) changing state from(InitializationFailed) to(Closed)
9.273 Info UDPSocket.cpp:233: Closing socket
9.274 Goodbye
Hey ummm I figured out how to fix the mech armor and assuming it wouldn't break things for not space age owners could you update to include it too?
in prototypes/3-scale_characters
add
"take_off",
"landing",
"idle_with_gun_in_air"
to the end of local animation_list and it quits being weirdly scaled while flying.
Hey Pi-C, i don't think if it is related, it's working well in a new game, but when loading a game that didn't have the mod i get this error:
Error while running event minime::on_configuration_changed
minime/scripts/player.lua:51: attempt to index local 'player_chars' (a nil value)
Thanks for the report! Unfortunately, I couldn't reproduce this. Could you upload the saved game?
(On the side: It would be great if you'd open new threads for future bug reports. That makes it easier for me to mark fixed/unfixed bugs, and may reduce the number of duplicate bug reports.)
assuming it wouldn't break things for not space age owners
It shouldn't. The animations are part of the new prototype definitions of Factorio 2.0, and technically "space-age" is just another mod that makes use of what the game offers.
in prototypes/3-scale_characters
add
"take_off", "landing", "idle_with_gun_in_air"
to the end of local animation_list and it quits being weirdly scaled while flying.
Thanks for the suggestion! Not having SA, I didn't see the effect – but at least vanilla Factorio loaded without problems after I added these names.
Hey Pi-C, i don't think if it is related, it's working well in a new game, but when loading a game that didn't have the mod i get this error:
Error while running event minime::on_configuration_changed
minime/scripts/player.lua:51: attempt to index local 'player_chars' (a nil value)Thanks for the report! Unfortunately, I couldn't reproduce this. Could you upload the saved game?
Steps to reproduce:
Create a new save without any of your mods;
Save it;
Quit the save;
Enable your mods like CharacterModHelper and minime and any skin;
Join the game;
--> Error happens here.
If the error doesn't happen, the additional step is having someone join your game to have more than a player in the save before loading the mod into a existing save.
Steps to reproduce:
Create a new save without any of your mods;
I've loaded an old save I made for testing another mod and this didn't happen.
If the error doesn't happen, the additional step is having someone join your game to have more than a player in the save before loading the mod into a existing save.
That's probably why: I've tested in single player mode as using multiplayer is so much trouble (having to sync everything between two computers after each change, and having to physically move from the desk to the table with my laptop when reloading).
Steps to reproduce:
Create a new save without any of your mods;I've loaded an old save I made for testing another mod and this didn't happen.
If the error doesn't happen, the additional step is having someone join your game to have more than a player in the save before loading the mod into a existing save.
That's probably why: I've tested in single player mode as using multiplayer is so much trouble (having to sync everything between two computers after each change, and having to physically move from the desk to the table with my laptop when reloading).
Alright, here is the save file that already have players in the save, when using this with the minime it will cause the problem:
https://drive.google.com/file/d/14odm5Y1O5i19Obb5MGobDxBcc-g0zt6P/view?usp=sharing
You can sync the mods, load the save, you will see everything is fine, but then if you add the minime to the mods and another skin mod (or just one, i'm not sure) and you load the save, the problem will happen. This can make it easier for you.
Let me know when you download it.
Let me know when you download it.
Thanks, I've got the file! For some reason I still couldn't reproduce that at first, but now I've got the crash. :-)
Please try version 2.0.2!
Just want to say thanks for keeping this updated. I was going to do a totally mod-free first playthrough of Space Age, but just couldn't live without this one - 70% scale just feels right. Great work!
It's working perfectly now! Thank you for your patience Pi-C.
I think it's time to close this topic, i still found some little things to fix here and there, but i will make you a good report in new separated topics so you can keep track.
Thank you again!
@Breezebuilder:
I was going to do a totally mod-free first playthrough of Space Age, but just couldn't live without this one - 70% scale just feels right.
Thanks, I feel honored! :-)
It's working perfectly now! Thank you for your patience Pi-C.
You're welcome!
I think it's time to close this topic, …
Yes, I think so too. This has gotten too long already. :-D