Search found 190 matches

by OvermindDL1
Fri May 25, 2018 8:22 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 21449

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 le...
by OvermindDL1
Fri May 25, 2018 6:32 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 21449

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 target ...
by OvermindDL1
Fri May 25, 2018 6:26 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 21449

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 progra...
by OvermindDL1
Fri May 25, 2018 4:29 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 21449

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 phrase,...
by OvermindDL1
Thu Feb 01, 2018 4:12 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3741
Views: 953370

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: 647

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 po...
by OvermindDL1
Thu Feb 01, 2018 4:05 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 321543

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: 41401

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) st...
by OvermindDL1
Sun Jan 28, 2018 6:55 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 297
Views: 82000

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-playing/co...
by OvermindDL1
Sun Jan 28, 2018 5:07 am
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 321543

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 ari...
by OvermindDL1
Sun Jan 28, 2018 5:01 am
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 41401

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/cur...
by OvermindDL1
Sun Jan 21, 2018 8:00 am
Forum: Mods
Topic: [MOD 0.18] Quality of Life research
Replies: 17
Views: 8284

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 some...
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: 647

[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 l...
by OvermindDL1
Fri Jan 12, 2018 10:16 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 243692

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 coul...
by OvermindDL1
Sun Jan 07, 2018 11:54 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 297
Views: 82000

Re: Mylon's Many Mods

Under what conditions would you want to disable concreep? It should only occur if you have available concrete and available construction bots. I'd prefer to do it 'later' in the base, not when I have just started placing roboports. In addition it would be nice to only enable it when I have a certai...
by OvermindDL1
Fri Jan 05, 2018 3:18 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 297
Views: 82000

Re: Mylon's Many Mods

Any chance on an enable/disable button for Concreep, maybe only enable it if a certain signal is enabled in a new combinator or something? :-)
by OvermindDL1
Sat Dec 30, 2017 1:40 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 297
Views: 82000

Re: Mylon's Multiple Mods

Mylon wrote:Fixed. Thanks for the report.
Thanks much for the mods!
by OvermindDL1
Fri Dec 29, 2017 6:04 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 297
Views: 82000

Re: Mylon's Multiple Mods

Bug report:

Code: Select all

Error while running event Peppermint_Mining::on_tick (ID 0)
__Peppermint_Mining__/control.lua:299: bad argument #1 to 'remove' (table expected, got nil)
This was after upgrading to the latest version of peppermint mining as of the time of this post, bad migration perhaps?
by OvermindDL1
Mon Dec 25, 2017 12:25 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 104739

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

This is one of the last mods to be updated for my games, so I'm looking forward as well!
by OvermindDL1
Thu Dec 14, 2017 6:10 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 74849

Re: Feedback

Much as I love the sniper turrets, they are way overpowered. I know their DPS is less than turrets, but they make the ammo far stronger, and the ammo is still easy to get, and they are easy to spam out (especially since they use very little ammo) so taking out bases becomes a walk in the park. Hones...

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