Search found 16 matches
- Sun May 12, 2019 11:58 am
- Forum: News
- Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
- Replies: 48
- Views: 25912
Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements
...
The separation is rather clear "from the backend"; is separated by the stages. Combine that with the wiki links you mention, here is how it looks like now:
...
Yeah, thanks, that's a step to better :) Although so, I'll add a side note as fluid boxes were the original case for Cadde: the ...
- Sun May 12, 2019 8:45 am
- Forum: News
- Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
- Replies: 48
- Views: 25912
Re: Friday Facts #294 - Blog thoughts & Lua documentation improvements
The aim for the *Prototype pages on the Lua API doc page is to document the format and make sure that it is obvious what the "connected" property in the data stage is. The linked page does this rather well already by using the same name as the data stage properties, so no further explanation is ...
- Fri Mar 15, 2019 9:49 am
- Forum: Not a bug
- Topic: [Dominik][0.17.12] Fluid type reservation error
- Replies: 9
- Views: 3372
Re: [0.17.12] Fluid type reservation error
Aren't the order of fluids in a mixed order here? For what it seems by the picture, you are "cracking" petroleum to light oil and light oil to heavy oil, but it should instead be other way around. In other words, the bottom row of tanks should be heavy oil that is then cracked to light oil in middle ...
- Fri Jun 08, 2018 7:42 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 74250
Re: Friday Facts #246 - The GUI update (Part 3)
But little I knew, that this is actually specific to windows, and on Linux or macOS, the order is reversed:
Actually, in Linux the button order is one or another. Gnome (/Gtk) apps use the "macOS" way to put "OK" as last, "next/continue" button, but KDE/Plasma (/Qt) apps use the natural order and ...
Actually, in Linux the button order is one or another. Gnome (/Gtk) apps use the "macOS" way to put "OK" as last, "next/continue" button, but KDE/Plasma (/Qt) apps use the natural order and ...
- Sat May 26, 2018 4:51 pm
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 36913
Re: Friday Facts #244 - Localised plurals & Modernisation progress
As gettext was mentioned here, I'll add some points for not using it for complex tasks (and rather use something else):
gettext assumes, that you use English as your base "C" language. That might usually be fine, but also might not. (This seems to be more or less hard-coded, since you cannot ...
gettext assumes, that you use English as your base "C" language. That might usually be fine, but also might not. (This seems to be more or less hard-coded, since you cannot ...
- Sat Jan 27, 2018 1:56 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 393837
Re: [MOD 0.13.17+] Rampant - 0.16.8
Got following error when loading an old 0.15 map with Rampant 0.16.8 (heavy migrations were done as some mods are missing, Rampant was not in use in the save until now) :
832.166 Error MainLoop.cpp:1016: Exception at tick 30758981: Error while running event Rampant::on_entity_died (ID 4)
__Rampant ...
832.166 Error MainLoop.cpp:1016: Exception at tick 30758981: Error while running event Rampant::on_entity_died (ID 4)
__Rampant ...
- Tue Jul 04, 2017 3:49 pm
- Forum: Mods
- Topic: [0.16] Teleportation
- Replies: 62
- Views: 42704
Re: [0.15] Teleportation - Beacon List
See if setting 'Mod settings' -> 'Per player' -> 'Teleportation page size' to 18 or such helps.Brotherlui wrote:I´ve got 27 beacons but only 18 on page1 and 7 on page2 are shown.
- Fri May 26, 2017 5:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.14] Game crashed when selecting a research (linux)
- Replies: 3
- Views: 1743
Re: [0.15.14] Game crashed when selecting a research (linux)
Probably duplicate? viewtopic.php?t=48609
- Mon Apr 24, 2017 8:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] No sound on Linux
- Replies: 4
- Views: 3348
Re: [0.15.0] No sound on Linux
Are you running pulseaudio per chance? With any currently active sound source? Because pulse has been causing similar sounding issue previously for me. (And causes just now for test.)
- Sat Aug 20, 2016 3:15 pm
- Forum: Not a bug
- Topic: Missing UG-belts from blueprint while running
- Replies: 1
- Views: 1268
Missing UG-belts from blueprint while running
Auto-placing a blueprint by holding down placement key and running ignores the orientation of underground belt. This results in too early placement of next section. In some cases it would be possible to place the undergrounds to one edge of the blueprint, in which case the problem is avoided ...
- Sat Jul 30, 2016 4:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.12]OPENSSL_load_builtin_modules called. Aborting
- Replies: 8
- Views: 5645
Re: [0.13.12]OPENSSL_load_builtin_modules called. Aborting
Oh, mybad, i checked the actual game-binary, not headless binary. The headless indeed does not work. So, ldd tells from the (this time correct) binary, that it is not dynamically linked against libssl or such. It seems, that part of openssl was either statically linked in the binary, or something ...
- Sat Jul 30, 2016 2:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.12]OPENSSL_load_builtin_modules called. Aborting
- Replies: 8
- Views: 5645
Re: [0.13.12]OPENSSL_load_builtin_modules called. Aborting
Worksforme (I guess), but ldd yields warnings of missing version information of libcrypto.so.1.0.0 and libssl.so.1.0.0. But I'm running Gentoo so the libs are "self"-compiled and somewhat recent (openssl-1.0.2h).
- Sat Jul 09, 2016 5:09 pm
- Forum: News
- Topic: Friday facts #146 - The GFX workflow
- Replies: 42
- Views: 29445
Re: Friday facts #146 - The GFX workflow
Anyone else do a double take at the blender scene? It's some kind of train station (you can make out those words in the RenderLayer setup box), but it looks nothing like the station that is currently in the game. I wonder if / when we will see that graphic in game.
That's most probably the new ...
That's most probably the new ...
- Wed Jun 29, 2016 4:22 pm
- Forum: Duplicates
- Topic: 0.13.0 Campaign 2-2 Research unavailable
- Replies: 2
- Views: 1441
Re: 0.13.0 Campaign 2-2 Research unavailable
Same as [0.13.0] Campaign bug - mission 'A new hope' level 2, see it for workaround.
- Wed Jun 29, 2016 4:22 pm
- Forum: Duplicates
- Topic: Can`t research Advanced Electronics on level 2
- Replies: 1
- Views: 1336
Re: Can`t research Advanced Electronics on level 2
Same as [0.13.0] Campaign bug - mission 'A new hope' level 2, see it for workaround.
(Sameness assumption solely based on thread title)
(Sameness assumption solely based on thread title)
- Wed Jun 29, 2016 2:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] [kovarex] 'A new hope' Adv. electronics unavailable
- Replies: 6
- Views: 3979
Re: [0.13.0] Campaign bug - mission 'A new hope' level 2
To reproduce, start new level-02 (from either New Hope / beta-campaign or by copying the campaign level to scenarios and starting it from there), mark electronics complete
/c game.player.force.technologies['electronics'].researched=true and see tech tree: advanced electronics cannot be started even ...
/c game.player.force.technologies['electronics'].researched=true and see tech tree: advanced electronics cannot be started even ...