Search found 106 matches

by db48x
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...
by db48x
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...
by db48x
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...
by db48x
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...
by db48x
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

Darkestnoir wrote:

Code: Select all

Error while running the event handler: __finitewater__/water_drain.lua:52: attempt to index field 'water_drain' (a nil value)
Can't start a new game with 12.13.
Oops, that's my fault. This version should work correctly.
by db48x
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.
by db48x
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.
by db48x
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.
by db48x
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
by db48x
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...
by db48x
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"

Kane wrote:Great mod. I wish they kept them in the original game then who knows we might of never gotten remaster versions of them :)
Indeed! The new music is possibly better/more fitting, but after a few hundred hours I got kinda used to the old ones :)
by db48x
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:...
by db48x
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...
by db48x
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...
by db48x
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...
by db48x
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...
by db48x
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...
by db48x
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...
by db48x
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...
by db48x
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

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 :D
I didn't mind them either. Perhaps call them "foundations" instead?

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