Search found 196 matches

by OvermindDL1
Fri Jul 27, 2018 2:20 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 46255

Re: Friday Facts #253 - Fans & Fun

Jap2.0 wrote:That's odd, I'm not getting anything like that. Is that limited to the EU?
I'm getting it in the USA too, all good though. :-)
by OvermindDL1
Fri Jul 20, 2018 9:09 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 92
Views: 62196

Re: Friday Facts #252 - Sound design & Map editor

As mainly a late game player i often find myself reloading creative mode mod . Creating a small setup and testing it using items like creative belt loaders and fluid sources.Saving a blueprint, unload the creative mod and then resuming my main game. If the Map editor is to be truely powerfull i ...
by OvermindDL1
Tue May 29, 2018 2:31 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 44510

Re: Friday Facts #244 - Localised plurals & Modernisation progress


and in future we would like to create Vulkan and Metal backends

Oh there is no point in making a metal backend anymore, the authors of Vulkan (Khronos) made a metal/vulkan conversion library that let's vulkan run on metal (interestingly benchmarks show it to be faster than the equivalently ...
by OvermindDL1
Fri May 25, 2018 10:13 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 44510

Re: Friday Facts #244 - Localised plurals & Modernisation progress

fiery_salmon wrote:So I will be unable to update to .17. A pity.

Yay, I am the 1%!
What do you have?! OGL3.3 is on the order of rather ancient at this point... o.O
by OvermindDL1
Fri May 25, 2018 9:55 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 44510

Re: Friday Facts #244 - Localised plurals & Modernisation progress

Maybe because they are now exclusively developing the new graphics for DirectX with Vulcan/Metal following later (maybe, but no date given and the 1.0 release is heavily targeted).

Did they ever release download figures for the different operating systems? I suspect that the steam downloads for ...
by OvermindDL1
Fri May 25, 2018 9:08 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 44510

Re: Friday Facts #244 - Localised plurals & Modernisation progress

kse wrote:That was a bombshell to start the weekend off.

Dropping Linux support, man, I thought you guys were cool :(
Wait what? Where'd you get that?!
by OvermindDL1
Fri May 25, 2018 8:22 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 44510

Re: Friday Facts #244 - Localised plurals & Modernisation progress

Although DX11FL10 came out a little bit after OGL3.3, the original DX11 came out before. The FL10 change was fairly substantial in that it unlocked newer hardware capabilities (honestly it should have just been a DX12 bump).
Ah, I think we are not talking about the same thing. DirectX 11 feature ...
by OvermindDL1
Fri May 25, 2018 6:32 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 44510

Re: Friday Facts #244 - Localised plurals & Modernisation progress

...
By using OpenGL 3.3 Core and DirectX 11 feature level 10.0

Yeah these are not equivalently aged... >.>
I agree, DX11 was released with Windows 7 in October 2009 and OpenGL 3.3 was release alongside of OGL 4.0 in March 2010 (as a kind of OGL4 feature level DX10), DX11FL10 and OGL3.3 both ...
by OvermindDL1
Fri May 25, 2018 6:26 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 44510

Re: Friday Facts #244 - Localised plurals & Modernisation progress

And here I thought localization of this sort of thing would have been standardized and wrapped into packages like timezones have been.

If you need, I'm fine with continuing to believe everyone speaks Czech or English. It's a fair assumption.

There are, the gettext style took over (there is a ...
by OvermindDL1
Fri May 25, 2018 4:29 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 44510

Re: Friday Facts #244 - Localised plurals & Modernisation progress

This made it clear, that having different translation key for every possible form for every language would be too crazy, so we invented something more generic.

Every project that doesn't use gettext for localization invariably winds up improperly remaking gettext incompletely... >.>

(Not my ...
by OvermindDL1
Thu Feb 01, 2018 4:12 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2206746

Re: Development and Discussion

Anyone have any ways to get gardens when using the alien biomes mod? It seems the vanilla biomes are hardcoded (and I'd prefer not to locally edit the mod as that makes putting it on the server more troublesome for players).
by OvermindDL1
Thu Feb 01, 2018 4:08 pm
Forum: Pending
Topic: [0.16.16] Crash on desync: "State and scenario saver doesn't match"
Replies: 2
Views: 1491

Re: [0.16.16] Crash on desync: "State and scenario saver doesn't match"

Thanks for the report. We've seen this issue a few times but nobody knows how to reproduce it which makes it incredibly difficult to fix it.

Do you know of any way to reproduce the crash?

It seemed very random, I tried to duplicate it a few times (trying to get the save closer to the exact crash ...
by OvermindDL1
Thu Feb 01, 2018 4:05 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 592767

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

TheSAguy wrote:This seems to be a Factorio issue to do with Scenarios. See post here.
Well, that thread is causing quite a commotion. ^.^;
by OvermindDL1
Sun Jan 28, 2018 7:17 am
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 77757

Re: [MOD 0.13] EfficienSee : optimise your factory !

And an error when testing force mods:


109.252 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running on_init: Error while running event EfficienSee::on_research_finished (ID 18)
__EfficienSee__/control.lua:2128: attempt to index field 'force_mem' (a nil value ...
by OvermindDL1
Sun Jan 28, 2018 6:55 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 306
Views: 182402

Re: Mylon's Many Mods

New mod: https://mods.factorio.com/mod/This_Tank_Stops_For_Nobody

Nice scenario!

Crash when clicking 'accept crew' though:

185.880 Error MainLoop.cpp:1016: Exception at tick 1947: Error while running event level::on_gui_checked_state_changed (ID 3)
...mapps/common/Factorio/temp/currently ...
by OvermindDL1
Sun Jan 28, 2018 5:07 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 592767

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

Got an error on loading a new game:


205.288 Error ServerMultiplayerManager.cpp:95: MultiplayerManager failed: "Error while running on_init: Error while running event Natural_Evolution_Buildings::on_research_finished (ID 18)
__Natural_Evolution_Buildings__/control.lua:556: attempt to perform ...
by OvermindDL1
Sun Jan 28, 2018 5:01 am
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 77757

Re: [MOD 0.13] EfficienSee : optimise your factory !

Crash when loading the a scenario:


1263.550 Error AppManager.cpp:513: Error while running on_init: Error while running event EfficienSee::on_research_finished (ID 18)
__EfficienSee__/control.lua:2128: attempt to index field 'force_mem' (a nil value)
stack traceback:
...mapps/common/Factorio/temp ...
by OvermindDL1
Sun Jan 21, 2018 8:00 am
Forum: Mods
Topic: [MOD 0.18] Quality of Life research
Replies: 17
Views: 15170

Re: [MOD 0.15] Quality of Life research

Same issue with when any mod updates then the effects from this mod reset, thus causing large amounts of items in inventory to just vanish (not even drop on the ground interestingly...).

As for these issues in general, they have been big issue throughout the lifetime of this mod. It's caused by ...
by OvermindDL1
Sun Jan 21, 2018 4:27 am
Forum: Pending
Topic: [0.16.16] Crash on desync: "State and scenario saver doesn't match"
Replies: 2
Views: 1491

[0.16.16] Crash on desync: "State and scenario saver doesn't match"

Running 0.16.16.

I placed a force field emitter from this mod: https://mods.factorio.com/mod/ForceFields2
It lagged the game on creation for a few seconds, as it often does, however this time the other player desynced at the second it lagged and ended up getting kicked out from the game. When they ...
by OvermindDL1
Fri Jan 12, 2018 10:16 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 609724

Re: Friday Facts #225 - Bots versus belts (part 2)

What about just making a logistic network local to only a single roboport? I.E. the roboport manages it's own network, the network being it's range, thus robots in a single roboport only ever go back to that roboport and only work with chests within the range of that roboport. A logistics chest ...

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