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 ...
Search found 143 matches
- Mon Oct 07, 2019 7:06 pm
- Forum: Technical Help
- Topic: [0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig
- Replies: 6
- Views: 3578
- Mon Oct 07, 2019 6:54 pm
- Forum: Technical Help
- Topic: [0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig
- Replies: 6
- Views: 3578
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...
- Mon Oct 07, 2019 6:35 pm
- Forum: Technical Help
- Topic: [0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig
- Replies: 6
- Views: 3578
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...
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...
- Mon Oct 07, 2019 3:25 pm
- Forum: Technical Help
- Topic: [0.17.69] Linux Startup Crash: GLXBadContext &| GLXBadFBConfig
- Replies: 6
- Views: 3578
[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/Desktop ...
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/Desktop ...
- Sat Feb 11, 2017 7:27 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 121
- Views: 171676
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 ...
digit-display-8.jpg
H4sIAAAAAAAA/91da5OrOM7+K1P5+FaYN+ZioKayf2Rqq4skTpo9BFgg55zerv7va3I1AhzJaSfUzocz1Z22wJL86GJJ2RR/ZMU6yf54W36KvEmbVNTLz888
2YvlLKnS5n0vmnTtrIv9Ks2Tpqhm87Ko5d8V+fLz99Jh4fxD ...
- Thu May 19, 2016 6:27 am
- Forum: Not a bug
- Topic: inventory.remove needs count >0, proposed >=0
- Replies: 0
- Views: 1015
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 ...
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 ...
- Tue Feb 23, 2016 5:12 pm
- Forum: Mods
- Topic: [MOD 0.12] vzyItemFixer - 0.1.0
- Replies: 3
- Views: 7329
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.
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.
- Fri Jan 08, 2016 7:47 pm
- Forum: Mods
- Topic: vzy's Mods Overview.
- Replies: 9
- Views: 30792
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.on_...". otherwise the ...
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.on_...". otherwise the ...
- Mon Nov 23, 2015 5:51 am
- Forum: Mods
- Topic: [MOD 0.12] vzyPollutionGenerator - 0.1.0
- Replies: 2
- Views: 10339
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 ...
it is quite funny, also the fix for the stream engine is one line of code which I changed in ...
- Fri Oct 30, 2015 6:21 pm
- Forum: Mods
- Topic: [MOD 0.12] vzyAccumulator - 0.1.0
- Replies: 4
- Views: 14096
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.
if you're willing, I would gladly like some help with the graphics, I have some ideas but nothing set yet.
- Wed Oct 21, 2015 2:32 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 117772
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 reasonable, but the ...
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 reasonable, but the ...
- Wed Oct 21, 2015 2:24 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 45938
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 ...
- Sun Oct 18, 2015 4:44 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 117772
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
I might post a patch later on...waduk wrote:Mod is broken in 0.12.11
- Sat Oct 17, 2015 11:22 pm
- Forum: Releases
- Topic: Version 0.12.11
- Replies: 35
- Views: 49474
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 though ...
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 though ...
- Sat Oct 17, 2015 3:03 pm
- Forum: Mods
- Topic: [MOD 0.12] vzyAccumulator - 0.1.0
- Replies: 4
- Views: 14096
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 ...
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 ...
- Thu Oct 15, 2015 10:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 117772
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 shifted ...
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 shifted ...
- 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: 8758
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 ...
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 ...
- 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: 7864
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 ...
- 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: 7864
[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 ...
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 ...
- Thu Oct 01, 2015 8:44 pm
- Forum: Modding help
- Topic: (recipe): conversion of data to type "t" failed
- Replies: 5
- Views: 6497
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 ...
thanks for the help, I'm finally able to sit with my ...