Search found 196 matches

by OvermindDL1
Thu Jan 07, 2021 8:11 pm
Forum: 1 / 0 magic
Topic: [1.1.8] Crash on start when loading mods
Replies: 4
Views: 3010

Re: [1.1.8] Crash on load

And it loaded on the next attempt for note.

It's worth noting that I've gotten this same (or at least very similar) error in the same place a week ago on another computer but as it wasn't my main computer and it wasn't on the internet at the time so I didn't report it. It was the same set of mods ...
by OvermindDL1
Thu Jan 07, 2021 8:03 pm
Forum: 1 / 0 magic
Topic: [1.1.8] Crash on start when loading mods
Replies: 4
Views: 3010

[1.1.8] Crash on start when loading mods

Was loading in 1.1.6, skipped 1.1.7 as 1.1.8 came out immediately after, during loading the game it crashed, this is the last bit of the log (see attached for full log):


Factorio crashed. Generating symbolized stacktrace, please wait ...
Raw stacktrace: 0xd05da7, 0xf0043d, 0xd5b9a5, 0xd5c031 ...
by OvermindDL1
Tue Jan 21, 2020 4:06 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 59292

Re: Friday Facts #330 - Main menu and File Share Shenanigans



ZFS is fantastic!


As someone working a few years with T5 servers with ZFS I have to disagree. It was OK unless more than 50% disk usage, otherwise it was getting painfully slow. Now we switched to x86 with a different FS and evweything works fine even at 99% of used space. I don't even know ...
by OvermindDL1
Fri Jan 17, 2020 5:50 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 59292

Re: Friday Facts #330 - Main menu and File Share Shenanigans

ZFS is fantastic!

If all you need is a simple ZFS RAID for a network drive or so, then get a lot of drives and go.

However, if you want even higher throughput and better reliability then an object store system (like ceph mentioned prior, which does use zfs underneath as I recall) is absolutely ...
by OvermindDL1
Fri Jan 10, 2020 4:58 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 52587

Re: Friday Facts #329 - Campaign reassessment

This is the main prototype that we have been working on so far. A single map which starts small but grows after each objective is complete. This would emulate Freeplay gameplay in that the player can build very large bases and expand in the directions they want, but with quest objectives to steer ...
by OvermindDL1
Fri Dec 06, 2019 7:40 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 68392

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations


If you keeps your eyes centered, then you can see the wave effect going on and almost predict where its going to be next.


That's generally what I see in real life. Like a pecan tree field nearby, I live in an extremely flat area, so the wind quite literally makes rippling waves across the whole ...
by OvermindDL1
Fri Dec 06, 2019 5:02 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 68392

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations



I quite want it on, but perhaps instead of a toggle you could add a slider for 'intensity' of the effect (a simple 0-N bias scale, where 0 is off (can just not run that shader then, fallback to the normal texture shader) and non-0 is a scale, can even turn it above 1.0 for a 'larger' effect ...
by OvermindDL1
Fri Dec 06, 2019 4:11 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 68392

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations



The tree animation made my eyes water. Will there be a way to switch it off in game if I find it too distracting?

Yes, there is a toggle in the graphics settings. Though it pains my heart a little to see people jumping to turn it off - I hope you'll give it a chance at least :)

I quite want ...
by OvermindDL1
Sun Nov 10, 2019 5:38 pm
Forum: 1 / 0 magic
Topic: [0.17.76] Crash on load: "PropertyTree::getType()"
Replies: 2
Views: 1756

[0.17.76] Crash on load: "PropertyTree::getType()"

Same mod set had been working fine before unchanged, but loaded this time and this crash happened while the game was loading (mods used is in the log, CargoShips and BI was edited to not crash on 0.17.75+ via tiny edits as documented in their respective 0.17.75 issues).

Native code crash, here's ...
by OvermindDL1
Mon Sep 09, 2019 9:02 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 578647

Re: [MOD 0.17+] Industrial Revolution (0.99.x)



2. Take the fuel value off wooden beams. Raw wood is only used in two recipes: making wooden beams, and making big wooden poles. The latter is an Iron Age tech anyway so you've got, or are close to getting, electric inserters by then. It means that once wood is turned into a beam, it's somehow ...
by OvermindDL1
Fri Aug 23, 2019 5:29 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 201010

Re: Friday Facts #309 - Controversial opinions

Something else about bots to add to my prior reply, it was suggested to me that a roboport should only control a limited amount of bots, perhaps in a limited area (only that roboport), which I quite like the idea of to keep their 'limited range throughput' part and lower their overall power.
by OvermindDL1
Fri Aug 23, 2019 4:14 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 201010

Re: Friday Facts #309 - Controversial opinions

I've had a few thoughts about a lot of these for a lot of years now:

Electricity

I'd personally prefer if electricity had only a maximum amount it could transfer on a given energynet, say, 1MW or 10MW or whatever for the lowest tier, however you could have different 'tiers' of energynets, such ...
by OvermindDL1
Fri Jul 05, 2019 5:17 pm
Forum: News
Topic: Friday Facts #302 - The multiplayer megapacket
Replies: 39
Views: 25628

Re: Friday Facts #302 - The multiplayer megapacket


@Raiguard: Which one? Tapemeasure at least seems to not need them seperate.


I don't know - can mods do things when you hover over something? Does the server tell clients what you click on, or just that you click?


Currently "pressed a button" and "selected something" are different events. If ...
by OvermindDL1
Fri May 24, 2019 4:49 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 40398

Re: Friday Facts #296 - All kinds of bugs


NULL checks are critical and should be absolutely everywhere. And result in instant failure of the application, with full debugging trace.

The first line of any new C function that I write is literally just a list of any pointer parameters with:

assert(parameter != NULL);
assert(parameter2 ...
by OvermindDL1
Fri Apr 26, 2019 10:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.31] Sidebar Options UI inconsistency when reaching Size taller than Screen
Replies: 8
Views: 3145

Re: [0.17.31] So what happens if that Sidebar Options thing is larger than my Screen is tall?


Okay I have collected the Evidence for a GUI Bug,

At 100% UI Scale after starting the Game normally, the Scrollbar does not exist despite the List definitely going offscreen.
Then I have set it to 75% UI Scale in the Settings, and all of a sudden a Scrollbar appeared for that List!!!
And then I ...
by OvermindDL1
Sun Apr 14, 2019 1:56 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3920
Views: 2049207

Re: Bugs & FAQ

AAI Industries fixes the nil left in the list, though angels still should ignore nil's since the engine itself does. :-)
by OvermindDL1
Sat Apr 13, 2019 1:16 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3920
Views: 2049207

Re: Bugs & FAQ

Also same issue as @mutkanum.

The full error is:
```
136.158 Error ModManager.cpp:1294: Failed to load mod "angelsrefining": __angelsrefining__/prototypes/override-functions.lua:529: table index is nil
stack traceback:
__angelsrefining__/prototypes/override-functions.lua:529: in function 'execute ...
by OvermindDL1
Sat Dec 15, 2018 7:46 pm
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 48036

Re: Friday Facts #273 - Cutscene controller & Localisation plan


Zoom out to a height where both origin and destination are visible and then zooming in again would give a sense of overview, which is great when the player wants to figure out where the camera is moved to. This can be combined with slow movements for scrolling, which will allow the scroll movement ...
by OvermindDL1
Fri Oct 26, 2018 8:26 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 340226

Re: Friday Facts #266 - Cleanup of mechanics

You know we have wearable armor with grids, vehicles with grids, kind of have buildings with 'grids'/modules, why not have items with grids? Going with that matter Manipulator theme earlier it could also have a grid, say with some starting equipment such as a `Solar Panel`, `In-Hand Construction ...
by OvermindDL1
Fri Oct 26, 2018 4:26 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 340226

Re: Friday Facts #266 - Cleanup of mechanics


No loss of efficiency from switching to electric smelting while still using boiler-driven steam power? Interesting.


Yeah this is weird here, I always found the efficiency loss going to electricity to be a great balancing measure, especially early game, and in my considerations to go to electric ...

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