Search found 106 matches
- Sun Jan 24, 2016 2:37 am
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 57208
Re: [MOD 0.12.x] Finite Water
Yes, I've noticed the desyncs as well. Perhaps now that Christmas is past I can get around to debugging them...
- Mon Nov 16, 2015 9:47 pm
- Forum: Modding help
- Topic: multiplayer desync debugging
- Replies: 4
- Views: 5375
Re: multiplayer desync debugging
Indeed. Actually, I should be clearer: I _think_ I know which mod caused it, but diffing the files showed a dozen differences spread out across a dozen mods. I was hoping to eliminate some of those as irrelevant; it seems unlikely for a dozen things to have gone wrong all in the same tick. What I ne...
- Mon Nov 16, 2015 8:37 am
- Forum: Modding help
- Topic: multiplayer desync debugging
- Replies: 4
- Views: 5375
Re: multiplayer desync debugging
Desync reports are for the developers, modders don't have enough information to use them. Certainly we do. The game log is certainly pretty useless, but when a client detects a that it was the one that desynced and reconnects, it saves both copies of the game state to an archive directory. These fi...
- Sun Nov 15, 2015 8:00 pm
- Forum: Modding help
- Topic: multiplayer desync debugging
- Replies: 4
- Views: 5375
multiplayer desync debugging
I've discovered a mod which is causing desyncs in multiplayer games. I found the archived desync report and diffed the two sets of files, but there were dozens of differences. Some of them seemed to be inconsequential (members of a table in a different order), others seemed more important. Has anyon...
- Sun Oct 25, 2015 2:48 am
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 57208
Re: [MOD 0.12.x] Finite Water
Oops, that's my fault. This version should work correctly.Darkestnoir wrote:Can't start a new game with 12.13.Code: Select all
Error while running the event handler: __finitewater__/water_drain.lua:52: attempt to index field 'water_drain' (a nil value)
- Fri Oct 23, 2015 9:08 pm
- Forum: Mods
- Topic: [0.12.x] Void Chest Instant
- Replies: 10
- Views: 23814
Re: [0.12.x] Void Chest Instant
Yes, this is a pretty simple mod; that change is all that is needed.
- Fri Oct 23, 2015 9:01 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Cursed PI - v0.2.3
- Replies: 43
- Views: 51287
Re: [MOD 0.12.x] Cursed PI - v0.0.3
I've updated this mod for compatibility with Factorio 0.12.11; the updated code is in my github repository.
- Fri Oct 23, 2015 5:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 57208
Re: [MOD 0.12.x] Finite Water
I've updated the mod for 0.12.11 and put the code into a fork of the github repository at https://github.com/db48x/factorio-finitewater.
Initial testing looks good, though I cannot be entirely sure I haven't broken anything.
Initial testing looks good, though I cannot be entirely sure I haven't broken anything.
- Tue Oct 20, 2015 2:08 am
- Forum: Modding discussion
- Topic: Git Hub, Factorio Mod Version
- Replies: 6
- Views: 13372
Re: Git Hub, Factorio Mod Version
I use a Makefile as well, and mine pulls the mod name and version number from the same manifest that factorio uses; this makes new versions simple.
https://github.com/db48x/original-music ... r/Makefile
https://github.com/db48x/original-music ... r/Makefile
- Sat Oct 10, 2015 12:07 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Original Music, in "HD"
- Replies: 11
- Views: 24483
Re: [MOD 0.12.X] Original Music, in "HD"
How hard would it be to make user music into the ambient music? I always have music playing in the background while I play, not being forced to have another program open in the background would be great. It's not too hard, but you have to add a prototype definition for each track. As an example, yo...
- Tue Oct 06, 2015 1:02 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Original Music, in "HD"
- Replies: 11
- Views: 24483
Re: [MOD 0.12.X] Original Music, in "HD"
Indeed! The new music is possibly better/more fitting, but after a few hundred hours I got kinda used to the old onesKane wrote:Great mod. I wish they kept them in the original game then who knows we might of never gotten remaster versions of them
- Mon Oct 05, 2015 10:45 am
- Forum: Mods
- Topic: [MOD 0.12.X] Original Music, in "HD"
- Replies: 11
- Views: 24483
[MOD 0.12.X] Original Music, in "HD"
This mod adds the tracks from earlier versions of Factorio, as recreated by ruhroh, to the list of ambient music that it plays. These are encoded at much higher quality, and therefore do not suffer the problems of the originals. See ruhroh's forum threads for more information about the music itself:...
- Mon Oct 05, 2015 10:37 am
- Forum: Show your Creations
- Topic: Sepro1 now in HD!
- Replies: 8
- Views: 17935
Re: Sepro1 now in HD!
Ok, normalized the 3 tracks and evened them out. They should all fall near the same dynamic range. Some difference between pieces due to their nature. but they're close! Haluzsqua no longer noticeably louder. Can grab the zipped file with all 3 rendered in 320 kbps .ogg here - https://www.mediafire...
- Mon Oct 05, 2015 2:18 am
- Forum: Show your Creations
- Topic: Sepro1 now in HD!
- Replies: 8
- Views: 17935
Re: Sepro1 now in HD!
Nope, don't mind at all. Also, if you want the tracks processed into .ogg it'd be better to do it from my sequencer, and it's not much effort. Could provide the .ogg pack as a .rar and provide the link to my mediafire. I can also do more of an official master on the 3 tracks as a group so they're a...
- Sun Oct 04, 2015 4:07 pm
- Forum: Show your Creations
- Topic: Sepro1 now in HD!
- Replies: 8
- Views: 17935
Re: Sepro1 now in HD!
Thanks for doing that; I've played long enough that these tracks were very familiar (though the replacements have grown on me) so when I saw you post this I just had to package them up into a mod: http://db48x.net/factorio/original-music-hd/original-music-hd_0.0.1.zip At some point in 0.12 they made...
- Thu Aug 06, 2015 9:42 am
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 57208
Re: [0.12.x] Finite Water
This is working well so far, but there's a bug that must be fixed before it'll run. The data.lua script loads prototypes/items.lua, but the file is actually called entities.lua. The easiest fix is to extract the contents of the zip file, then navigate into the prototypes directory and rename entitie...
- Mon Jul 20, 2015 4:28 pm
- Forum: Resolved Problems and Bugs
- Topic: crash when rotating a blueprint containing underground belts
- Replies: 2
- Views: 1273
crash when rotating a blueprint containing underground belts
In this save, rotating the red circuit blueprint (in my inventory, not the toolbar) causes a crash. I'll post the log, but here's the relevant portion of the stack: 000000007730DB38 (ntdll): (filename not available): KiUserExceptionDispatch c:\temp\factorio-5829127a\src\surface\surface.cpp (72): Sur...
- Sat Jul 11, 2015 12:37 pm
- Forum: Resolved Problems and Bugs
- Topic: crash when just about to place a train station
- Replies: 1
- Views: 897
crash when just about to place a train station
My bots were building rails and junctions from blueprints, and I had manually placed some of the track. I was just about to install the station stop when the game crashed. Edit: by "about to place" I mean that I hack picked up the station and was attempting to place it. It had drawn the di...
- Wed Jul 01, 2015 9:51 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 227737
Re: [MOD 0.11.x] Autofill
I'm sure it's beyond modding, but dev-wise there could be various keypresses for when a Gun Turret is plonked down: LMB: plonk down Turret, empty. Shift+LMB: Plonk down Turret, with up to [max take, which is 10] AP Ammo if carried, otherwise up to [max take] regular Ammo. Ctrl+LMB: Plonk down Turre...
- Tue Jun 30, 2015 12:32 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 99895
Re: [UPDATED] Introducing NARMod 3.4
I didn't mind them either. Perhaps call them "foundations" instead?Nalshee wrote:Hello,
i just noticed that you removed all the frames
I think they are annoing but realistic because every building need a basis. Bring the frames back