Search found 16 matches

by CodeZ
Sun May 12, 2019 11:58 am
Forum: News
Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
Replies: 48
Views: 21412

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: t...
by CodeZ
Sun May 12, 2019 8:45 am
Forum: News
Topic: Friday Facts #294 - Blog thoughts & Lua documentation improvements
Replies: 48
Views: 21412

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 explanat...
by CodeZ
Fri Mar 15, 2019 9:49 am
Forum: Not a bug
Topic: [Dominik][0.17.12] Fluid type reservation error
Replies: 9
Views: 2627

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...
by CodeZ
Fri Jun 08, 2018 7:42 pm
Forum: News
Topic: Friday Facts #246 - The GUI update (Part 3)
Replies: 161
Views: 60579

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) ap...
by CodeZ
Sat May 26, 2018 4:51 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 30748

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 cann...
by CodeZ
Sat Jan 27, 2018 1:56 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314115

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__...
by CodeZ
Tue Jul 04, 2017 3:49 pm
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 35880

Re: [0.15] Teleportation - Beacon List

Brotherlui wrote:I´ve got 27 beacons but only 18 on page1 and 7 on page2 are shown.
See if setting 'Mod settings' -> 'Per player' -> 'Teleportation page size' to 18 or such helps.
by CodeZ
Mon Apr 24, 2017 8:19 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.0] No sound on Linux
Replies: 4
Views: 2905

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.)
by CodeZ
Sat Aug 20, 2016 3:15 pm
Forum: Not a bug
Topic: Missing UG-belts from blueprint while running
Replies: 1
Views: 1054

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. Repeat...
by CodeZ
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: 4671

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 ve...
by CodeZ
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: 4671

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).
by CodeZ
Sat Jul 09, 2016 5:09 pm
Forum: News
Topic: Friday facts #146 - The GFX workflow
Replies: 42
Views: 25362

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 trai...
by CodeZ
Wed Jun 29, 2016 4:22 pm
Forum: Duplicates
Topic: Can`t research Advanced Electronics on level 2
Replies: 1
Views: 1078

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)
by CodeZ
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: 3355

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 ...

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