Version 0.12.11
Re: Version 0.12.11
I was just refreshing the server, so it might be the problem it should work fine now.
- bobingabout
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Re: Version 0.12.11
All of the bob's mods that add content as far as I can see.kovarex wrote:I don't know what changes with locale are there. Could you post a link to mod that worked before and doesn't work now, so I can understand what exactly is the issue?
https://forums.factorio.com/forum/vie ... 51&t=13919
Get Library 0.12.1, Ores 0.12.6, Plates 0.12.8 and Logistics 0.12.7. I don't have a lot unlocked on my game here, but all the content from those 3 have missing locales. (Other mods probably do too)
Last edited by bobingabout on Sat Oct 17, 2015 12:35 am, edited 2 times in total.
Re: Version 0.12.11
Try my mod, AmmoBox. Here is a pre-release updated for 0.12.11kovarex wrote:I don't know what changes with locale are there. Could you post a link to mod that worked before and doesn't work now, so I can understand what exactly is the issue?
Start a new game, try `/c game.local_player.insert{name='gun-turret-2', count='10'}` and place a bunch. The names of the turret entities when you hover show entity-name.gun-turret-2, despite there being a perfectly valid and previously working ammo-box.cfg in the locale/en directory.
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- AmmoBox_0.1.3.zip
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Re: Version 0.12.11
Hi,
after update i have a grafic bug. No mods installed.
Specs:
AMD Radeon 290X
Windows 10
Intel i5@4500GHz
16 GB RAM
after update i have a grafic bug. No mods installed.
Specs:
AMD Radeon 290X
Windows 10
Intel i5@4500GHz
16 GB RAM
- Attachments
-
- Grafics Bug
- Factorio.jpg (828.89 KiB) Viewed 8464 times
Re: Version 0.12.11
try thisps666 wrote:Hi,
after update i have a grafic bug. No mods installed.
Specs:
AMD Radeon 290X
Windows 10
Intel i5@4500GHz
16 GB RAM
https://forums.factorio.com/forum/vie ... f=7&t=9300
Re: Version 0.12.11
Thank you. Solution 2 helped (force-opengl=true).
Re: Version 0.12.11
Any special reasons for always forcing OpenGL on AMD? I missed something out there.
Edit: Now I see, interesting, yeah, I remember having to set OpenGL for some games when I had an AMD gpu.
Edit: Now I see, interesting, yeah, I remember having to set OpenGL for some games when I had an AMD gpu.
Re: Version 0.12.11
It's been on the wiki for quite some time that the locale should be named the same as the mod, I'm not sure when it came about but it was probably depreciated but still worked and they finally removed the code for that... I started up in 0.11 and it was that way, not sure for how long.bobingabout wrote: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 there arn't any changelog details listing it) that locale name entry files need to be the same name of ANY active mod (I tried base.cfg and boblogistics.cfg specifically in my logistics mod, and both worked)
I suppose this may not be a bug, but you should probably put this in the changelog if it is intended.
Will code for Food. I also have 11+ mods!
Re: Version 0.12.11
Link: https://forums.factorio.com/forum/vie ... 8&p=113251vzybilly wrote:It's been on the wiki for quite some time that the locale should be named the same as the mod, I'm not sure when it came about but it was probably depreciated but still worked and they finally removed the code for that... I started up in 0.11 and it was that way, not sure for how long.bobingabout wrote: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 there arn't any changelog details listing it) that locale name entry files need to be the same name of ANY active mod (I tried base.cfg and boblogistics.cfg specifically in my logistics mod, and both worked)
I suppose this may not be a bug, but you should probably put this in the changelog if it is intended.
This is the problem. The locales don't work when zipped, but they work when extracted.Afforess wrote:Factorio does not use the locale files provided in mod_dir/locale/en when the mod directories are provided in the zip format. Unpacked format, locale seems to work correctly.
I don't know what the intended behavior is for the devs, but there is an inconsistency between zipped and extracted mods, although both provide the same data.
Re: Version 0.12.11
Hey guys I am running a Bobs mod world, Is it worth to update?
I mean are the mods broken and stuff?
I mean are the mods broken and stuff?
Re: Version 0.12.11
IMO, it's not. At least not yet. Most mods are still broken, and will be for the next week or so. It's trivial to fix them, but when you have lots of mods, this is still time consuming.Fansana wrote:Hey guys I am running a Bobs mod world, Is it worth to update?
I mean are the mods broken and stuff?
If you have more than 10 mods, I'd hold off until next weekend.
- bobingabout
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Re: Version 0.12.11
The only bob's mod that breaks with the update is the clock, but I have released a fix for that.Fansana wrote:Hey guys I am running a Bobs mod world, Is it worth to update?
I mean are the mods broken and stuff?
Treefarm lite, a mod commonly used with bob's mods is broken too if you use that, not up to me to fix, I did for my own use, but I can't release it. (actually, I posted the edited file on their bugs topic)
there is however the locale bug issue with this update, you can get around that by making sure you extract all the mods rather than running them in zip files.
Re: Version 0.12.11
Why no information to modders BEFORE you do something like this ? - or have you planed this change since yesterday ?FactorioBot wrote:Warning: Most of the mods will be broken by this release, most of the problems can be solved by find and replace of "game.on_" to "script.on_" in the mod script files.
And why not waiting until factorio 0.13 ? - anybody expect 0.13 break all mods.
don't waste your time with anwser - better you make some new surprise changes for next version
yes i know ... i can use my find and replace option ...
maybe it's my fault and i haven't read the annouce of this change - i apologize.
Re: Version 0.12.11
Psst:YuokiTani wrote:Why no information to modders BEFORE you do something like this ? - or have you planed this change since yesterday ?FactorioBot wrote:Warning: Most of the mods will be broken by this release, most of the problems can be solved by find and replace of "game.on_" to "script.on_" in the mod script files.
And why not waiting until factorio 0.13 ? - anybody expect 0.13 break all mods.
don't waste your time with anwser - better you make some new surprise changes for next version
yes i know ... i can use my find and replace option ...
maybe it's my fault and i haven't read the annouce of this change - i apologize.
https://forums.factorio.com/forum/vie ... 72#p113172
Edit:
Yea, you are totally right about the fact that it would be really nice if they could warn us beforehand !
Logo
Noticed the told change in FFF #111 so il continue to use my signature ^_^Thanks for listening to our suggestions, devs !
I would jump of joy if we could specify which tiles spawned in a surfaces
Re: Version 0.12.11
Yes, I know this change is inconvenient, and I'm sorry for it.YuokiTani wrote:Why no information to modders BEFORE you do something like this ? - or have you planed this change since yesterday ?FactorioBot wrote:Warning: Most of the mods will be broken by this release, most of the problems can be solved by find and replace of "game.on_" to "script.on_" in the mod script files.
And why not waiting until factorio 0.13 ? - anybody expect 0.13 break all mods.
don't waste your time with anwser - better you make some new surprise changes for next version
yes i know ... i can use my find and replace option ...
maybe it's my fault and i haven't read the annouce of this change - i apologize.
But we needed to do it to solve various crashes related to saving the game and script event processing. The thing is, that if we waited for 0.13, the 0.12 would never be stable enough to be called kovarex stable.
Re: Version 0.12.11
I reverted back to 12.10 yesterday, and I don't plan on upgrading to 12.12 any time soon. Modders need time to update their mods...