12.20+ TreeFarm Lite

Topics and discussion about specific mods
User avatar
Buggi
Fast Inserter
Fast Inserter
Posts: 103
Joined: Wed May 27, 2015 6:23 am
Contact:

12.20+ TreeFarm Lite

Post by Buggi »

Here is an unofficial update TreeFarm Lite!

Dytech author requested I remove the files. So, poof, they're gone. Not even a thank you from him.

Treefarm Lite
Treefarm-Lite_0.2.1.zip
(655.92 KiB) Downloaded 3843 times
Removed Dytech files by request from mod author.

Updated Dytech Core, nerfed dirty water.
Updated DyTech Power, missed a GUI script call.
Updated Locale Files with proper encoding.
Last edited by Buggi on Mon Feb 08, 2016 6:17 am, edited 6 times in total.
- Buggi -
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
Bumster
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sun Jan 03, 2016 1:04 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Bumster »

Thank you for this! :)
User avatar
Buggi
Fast Inserter
Fast Inserter
Posts: 103
Joined: Wed May 27, 2015 6:23 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Buggi »

Glad to help!
- Buggi -
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
Bumster
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sun Jan 03, 2016 1:04 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Bumster »

EDIT: All fixed and working great now, thanks again Buggi! :D


Oops Buggi, I don't think these are the right files! Did you upload the original DyTech versions by mistake? I'm getting the exact same errors I was with the standard files:
* On startup: Image
(Fixed this one by adding "MAIN-" to the folder name)

Once that is fixed, can get into game, but then when starting a new map I get the classic error:
_ _CORE-DyTech-Core_ _/control.lua:151:
attempt to index global 'game' (a nil value)


Which is, to my limited understanding, the issue that broke all the mods with 12.xx
Last edited by Bumster on Sun Jan 03, 2016 2:31 am, edited 1 time in total.
User avatar
Buggi
Fast Inserter
Fast Inserter
Posts: 103
Joined: Wed May 27, 2015 6:23 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Buggi »

All has been fixed. Missed a script edit. And updated Power to ensure the directory is named properly. Not sure how the original authors tested that successfully.

Let me know if you run into other issues!
- Buggi -
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
Lone
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Jan 01, 2016 3:46 pm
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Lone »

__MAIN-DyTech-Power__/control.lua:6: __MAIN-DyTech-Power__/gui/functions.lua:126: attempt to index global 'game' (a nil value)

slightly different issue for me but this was the same prompt i get when i used the downloads from dysock from the original page.

sorry to bother you, wish the prompt gave more information lol. i did have to replace a json file for the mods i used but it seems factorio makes a new json file if it isn't present, hope any info i gave you helps. :)

the build of factorio im using is 17489 12.20 win 64. hope it helps.
User avatar
Buggi
Fast Inserter
Fast Inserter
Posts: 103
Joined: Wed May 27, 2015 6:23 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Buggi »

That's really odd man, I'm using it just fine. Let me dig a little. I'm confident I'll be able to fix it.

What other mods do you have loaded?
- Buggi -
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
User avatar
Buggi
Fast Inserter
Fast Inserter
Posts: 103
Joined: Wed May 27, 2015 6:23 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Buggi »

Wow, they had an odd on event call in their GUI code.

Fixed! And I triple checked for any other dangling calls I might have missed. Sorry for all the simple mistakes! Still, let me know of any other issues you encounter. Hopefully there are none, but who knows, some of the code is messy.
- Buggi -
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
Lone
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Jan 01, 2016 3:46 pm
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Lone »

works great now thanks
User avatar
Buggi
Fast Inserter
Fast Inserter
Posts: 103
Joined: Wed May 27, 2015 6:23 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Buggi »

Whew! When I saw you had posted in here I was worried I'd missed something else.

SO glad it's working for you!
- Buggi -
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
Raspel
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sun Jan 03, 2016 11:58 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Raspel »

http://www.directupload.net/file/d/4222 ... xo_jpg.htm

When I start the mod I get this error.
User avatar
Buggi
Fast Inserter
Fast Inserter
Posts: 103
Joined: Wed May 27, 2015 6:23 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Buggi »

Well I know why I've never come across that, its from a locale file for another language.

I took a look at that file and it looks like you can just delete it. It wouldn't be used by the Game anyway and it seems the entire file is full of repeating lines that bear no similarity to what they should be describing. I mean, every line has "modular-axe" in the string.

The file isn't referenced in any of the other scripts, nor would the game even load it (obviously it can't as it errors out).

So my suggestion is delete the file from the zip and test. If it works let me know. All the other locale files should work and reflect your language. "de" is German correct?
- Buggi -
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
Raspel
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sun Jan 03, 2016 11:58 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Raspel »

Yes, de is German.

Deleting the file didn't help, because then the game showed the error for another file as well. Even replacing all files with the en-files didn't help.

I was able to start the game with the mod, after I deleted all mods temporarily (to be able to start the game) and changed the language ingame to "English". At least I can play :-)
User avatar
Buggi
Fast Inserter
Fast Inserter
Posts: 103
Joined: Wed May 27, 2015 6:23 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Buggi »

Maybe the game, for whatever reason, is having trouble with those locale files and some characters they contain. It would really have to be a native German speaker to go through the files in "de" and determine if they differ in syntax with the ones in "en".

It could have cached the bad locale files so deleting them would have the game loading cached versions.
- Buggi -
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
User avatar
Kayanor
Global Moderator
Global Moderator
Posts: 565
Joined: Sat May 10, 2014 7:20 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Kayanor »

The translation files are encoded incorrectly.
They're encoded as UTF-8-BOM, Factorio needs UTF-8 (without BOM).
I don't know what program was used for these files but in Nonepad++ this can be done easily:
  1. Open the file
  2. In the lower right corner the program says "UTF-8-BOM"
  3. Now click on Encoding > UTF-8 in the menu bar
    Example
  4. Then click on "Convert to UTF-8"
  5. Don't forget to save the file
Download of the fixed mods here, contains DyTech Core and DyTech Power. All other Mods were ok.
I do not guarantee that the mods are working.

The Polish translations also contained files encoded as ANSI. They will be read until there is a non Unicode-Character, Factorio will break there and continue with the next translation. Please check the translation (or let it check), I saw ³s within words while re-encoding.
Former moderator
User avatar
Buggi
Fast Inserter
Fast Inserter
Posts: 103
Joined: Wed May 27, 2015 6:23 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Buggi »

Thank you for the help Kajanor! I updated all the Locale files in all the Dytech mods (Machine was unaffected) and even went through many of the Polish files to get rid of the 3 superscripts in place of the proper character.

If any Polish player has better translations, I would gladly use them in future updates.

All updated files are in the first post and clearly marked. Still not sure if that massive DyTechModularToolLocales.cfg in Core is properly formatted, I included it just in case, let me know if it still doesn't work.

Thanks again!
- Buggi -
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
User avatar
Pohybel
Long Handed Inserter
Long Handed Inserter
Posts: 89
Joined: Sun Nov 08, 2015 2:53 pm
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Pohybel »

i get this, i can't run in Polish so i can't check correctness of translations.
Attachments
problem.jpg
problem.jpg (210.43 KiB) Viewed 20983 times
User avatar
Kayanor
Global Moderator
Global Moderator
Posts: 565
Joined: Sat May 10, 2014 7:20 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Kayanor »

There is a line break at this line that should not be there.

I also looked at what these special characters are:
  • ³ = ł
  • ¿ = ż
  • œ = ś
  • ¹ = ą
Former moderator
User avatar
Buggi
Fast Inserter
Fast Inserter
Posts: 103
Joined: Wed May 27, 2015 6:23 am
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by Buggi »

How the heck did those newlines get in there?

I'll double check all those files and make sure there's no funny business going on. There are a lot of characters that are still wrong. I don't speak Polish, so I'm not sure if the translations are correct, if you want to update those files I would be happy to include them in the main files on the first post.

EDIT:
Go ahead and redownload the Dytech Core from the first post in this thread. I went through the polish files yet again. I must have been tired when I did the last check to miss those new lines.
- Buggi -
Here's my Humble YouTube channel: https://www.youtube.com/c/FlexibleGames
roy7
Filter Inserter
Filter Inserter
Posts: 341
Joined: Fri Dec 12, 2014 4:24 pm
Contact:

Re: 12.20 Dytech and TreeFarm Lite

Post by roy7 »

I might be remembering wrong, but I thought in v11 Dytech that dirty water wouldn't power a steam engine at maximum performance. However I see I get 100% performance in my engines currently. I might just be remembering wrong though?
Post Reply

Return to “Mods”