Search found 143 matches

by vzybilly
Mon Oct 07, 2019 7:06 pm
Forum: Technical Help
Topic: [0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig
Replies: 6
Views: 3325

Re: [0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig

No clue, if you know of any commands I can use to help test, it would be nice. I've been wanting to update my drivers for a while but always come up short since it's an integrated GPU for a laptop... I think when I last looked into it, it was using a mobile driver or something. Good news, I'm fiddli...
by vzybilly
Mon Oct 07, 2019 6:54 pm
Forum: Technical Help
Topic: [0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig
Replies: 6
Views: 3325

Re: [0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig

Too bad there wasn't an error message or anything put in to tell of the change in requirements if not met...
by vzybilly
Mon Oct 07, 2019 6:35 pm
Forum: Technical Help
Topic: [0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig
Replies: 6
Views: 3325

Re: [0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig

So, revert to 0.16 would be the only way to play with some trains?

EDIT: I was able to opt into the 0.16 beta in Steam, Got the change log for 0.16 so things seem to be working and I'm pretty sure I completely missed 0.16...
by vzybilly
Mon Oct 07, 2019 3:25 pm
Forum: Technical Help
Topic: [0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig
Replies: 6
Views: 3325

[0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig

vzybilly@vzy-Lubuntu-Laptop:~/Desktop/Factorio-StandaloneTest$ ./bin/x64/factorio 0.000 2019-10-07 10:53:34; Factorio 0.17.69 (build 47194, linux64, alpha) 0.069 Operating system: Linux (Ubuntu 18.04) 0.070 Program arguments: "./bin/x64/factorio" 0.070 Read data path: /home/vzybilly/Deskt...
by vzybilly
Sat Feb 11, 2017 7:27 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 118
Views: 160568

Re: Digital Display, Yay!

Putting the wires on top does look nicer, if you don't mind an extra tile of height. digit-display-8.jpg H4sIAAAAAAAA/91da5OrOM7+K1P5+FaYN+ZioKayf2Rqq4skTpo9BFgg55zerv7va3I1AhzJaSfUzocz1Z22wJL86GJJ2RR/ZMU6yf54W36KvEmbVNTLz888 2YvlLKnS5n0vmnTtrIv9Ks2Tpqhm87Ko5d8V+fLz99Jh4fxD/vtn8DVfF3ku1u0nksTfMzb75...
by vzybilly
Thu May 19, 2016 6:27 am
Forum: Not a bug
Topic: inventory.remove needs count >0, proposed >=0
Replies: 0
Views: 910

inventory.remove needs count >0, proposed >=0

I'm trying to move items from one inventory to another and I have a 3 liner to do so: for name,count in pairs(fakePlayer.get_inventory(invMain).get_contents()) do fakePlayer.remove_item({name=name, count=car.insert({name=name, count=count})}) end it crashes because remove_item wants count > 0 but th...
by vzybilly
Tue Feb 23, 2016 5:12 pm
Forum: Mods
Topic: [MOD 0.12] vzyItemFixer - 0.1.0
Replies: 3
Views: 7111

Re: [MOD 0.12] vzyItemFixer - 0.1.0

I just looked through it and it looks like it should only need my core...

If it still doesn't work then another mod might be conflicting or there might be changes to factorio's data-script part that breaks my mod... most likely another mod.

Please do post if it still doesn't work.
by vzybilly
Fri Jan 08, 2016 7:47 pm
Forum: Mods
Topic: vzy's Mods Overview.
Replies: 9
Views: 30284

Re: vzy's Mods Overview.

i Downloaded the Newest Versions of the Mods (and the Newest Factorio Version), and there's a Problem... As far as i know Factorio Modding. you need to Update your Mods, as there is a little Change in the "Control" file. you need to Repleace every "Game.on_..." with "Script...
by vzybilly
Mon Nov 23, 2015 5:51 am
Forum: Mods
Topic: [MOD 0.12] vzyPollutionGenerator - 0.1.0
Replies: 2
Views: 10163

Re: [MOD 0.12] vzyPollutionGenerator - 0.1.0

I've been looking at some of your mods :) Their quite nice. However I will put this in the modpack once that graphics bug gets fixed ;) Although its quite hilarious seeing a steam engine flying around :P it is quite funny, also the fix for the stream engine is one line of code which I changed in my...
by vzybilly
Fri Oct 30, 2015 6:21 pm
Forum: Mods
Topic: [MOD 0.12] vzyAccumulator - 0.1.0
Replies: 4
Views: 13850

Re: [MOD 0.12] vzyAccumulator - 0.1.0

I'll check it out "soon" graphics have been on my list of things to tackle but I haven't been feeling the modding vibe and recently destiny has taken me in...

if you're willing, I would gladly like some help with the graphics, I have some ideas but nothing set yet.
by vzybilly
Wed Oct 21, 2015 2:32 pm
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 111168

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

Based on Jorgenre suggestion, all i have to do is replace all instance of "game.on" with "script.on" Then i commented out the "on_save" (line 276) because it gives me error. I managed to get it work, or is that it ? Is there anything else ? I'm using 0.12.12 Seems reas...
by vzybilly
Wed Oct 21, 2015 2:24 pm
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 97
Views: 41510

Re: Local power connector module for modular armor

One of my issues is that you can have an electric energy source for cars and trains, that *should* connect it to the network for power but instead, doesn't and causes crashes in the GUIs. There's no notes that you can't do that except for it just not working and crashing. That's one of my biggest is...
by vzybilly
Sun Oct 18, 2015 4:44 pm
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 111168

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

waduk wrote:Mod is broken in 0.12.11
I might post a patch later on...
by vzybilly
Sat Oct 17, 2015 11:22 pm
Forum: Releases
Topic: Version 0.12.11
Replies: 35
Views: 48276

Re: Version 0.12.11

Yeah, now that I've finally updated to 0.12.11, and fixed my clock mod... ALL locale entries added by my mod aren't being loaded. All locale entry files are named "names.cfg" (was a pretty standardised naming convention dating right back to 0.9.8 when I first made my mods) It apears (even...
by vzybilly
Sat Oct 17, 2015 3:03 pm
Forum: Mods
Topic: [MOD 0.12] vzyAccumulator - 0.1.0
Replies: 4
Views: 13850

Re: [MOD 0.12] vzyAccumulator - 0.1.0

Cool mod. I believe I've found an error however. In the file prototypes/accumulator.lua the section of code local function fnCapacityLimit(level) if level <= 0 then return 5 else return 10 * fnFlowLimit(level - 1) end end Should be local function fnCapacityLimit(level) if level <= 0 then return 5 e...
by vzybilly
Thu Oct 15, 2015 10:56 pm
Forum: Mods
Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
Replies: 142
Views: 111168

Re: [MOD 0.12.x] Nixie Tubes - numeric display elements

http://i.imgur.com/sz2I26D.gif OK I made new graphics. I hope somebody will like it. The slight offset for each symbol is made on purpose since this is actually how nixie tubes work — digits are separate cathodes in a row and some of them can obscure others. For example "3" is on top and ...
by vzybilly
Thu Oct 08, 2015 5:18 pm
Forum: Implemented mod requests
Topic: 2 Changes to on_built_entity, 1 Change to vehicles.
Replies: 7
Views: 8477

Re: 2 Changes to on_built_entity, 1 Change to vehicles.

is it possible to make it so ghosts can't be placed for my tile? limiting it to only a player placing it by hand? You can make your placement item a capsule and have the entity placed as an effect of capsule. Also, does I could be adding 2^24 entities otherwise. mean that there are already 2^24 ite...
by vzybilly
Wed Oct 07, 2015 4:34 pm
Forum: Resolved Problems and Bugs
Topic: [12.9] Tiles don't fire on_built_entity
Replies: 2
Views: 7732

Re: [12.9] Tiles don't fire on_built_entity

Well this is more of a feature request than a bug report. Tiles don't fire on_built_entity precisely because they are tiles not entities. You are right that there should be an on_built_tile method. And yes, it is confusing when tile ghost fire the event but the tile itself not. Technically speaking...
by vzybilly
Fri Oct 02, 2015 12:40 am
Forum: Resolved Problems and Bugs
Topic: [12.9] Tiles don't fire on_built_entity
Replies: 2
Views: 7732

[12.9] Tiles don't fire on_built_entity

Tile Ghosts fire the event but not the tile itself. did not test bots. To see if ANY event fires from the Tiles, I hooked up a watcher for all non-tick events. This is the event log for placing and mining. Event: on_player_mined_item @ 218913 item_stack[table] name[string]=stone-brick count[number]=...
by vzybilly
Thu Oct 01, 2015 8:44 pm
Forum: Modding help
Topic: (recipe): conversion of data to type "t" failed
Replies: 5
Views: 6269

Re: (recipe): conversion of data to type "t" failed

the API is still in the middle of a refactor and abit complicated but with two lines of code I could make 9001 items and recipes for compressed coal. that's more of the purpose of the API mod, I just haven't finished cleaning it all up... thanks for the help, I'm finally able to sit with my computer...

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