Factorio version 0.14
Version 1.2.0
- Added circuit connector thingie
- Added transport belt circuit connector
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Error Util.cpp:57: Failed to load mod "WaiTex_Full 1.2.0"
__WaiTex_Full__/data-final-fixes.lua:1: __WaiTex_Full__/prototypes/Override-Functions.lua:43: attempt to perform arithmetic on a table value
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--[[table: 000000000F98C6D0]]
171.906 Script Override-Functions.lua:36: {
filename = "__base__/graphics/entity/steam-engine/steam-engine-horizontal.png",
frame_count = 32,
height = 137,
line_length = 8,
scale = { ---------------------------------------------<<------
a = 1,
b = 0.074999999999999997,
g = 0.27100000000000002,
r = 0.54500000000000004
} --[[table: 000000000F48ACD0]],
shift = {
1.3400000000000001,
-0.059999999999999998
} --[[table: 000000000F98C9D0]],
width = 246
} --[[table: 000000000F98C970]]
As Nexela already said it's a problem with DyTech that i solved a long time ago). I have already talked with kasandraen and it should be solved soon.ytsejam wrote:Hi, I'm playing with the unofficial Dytech update. I'm getting this error when i try to use Waitex with DyTech-Power:
waitex-dytech errorI understand it's an issue with Dytech-Power, but the person that made the unofficial Dytech update says he doesn't know what's going on. Any help? It only happens with Dytech-Power. Waitex is not conflicting with any other Dytech module or any other mods I use.Code: Select all
Error Util.cpp:57: Failed to load mod "WaiTex_Full 1.2.0" __WaiTex_Full__/data-final-fixes.lua:1: __WaiTex_Full__/prototypes/Override-Functions.lua:43: attempt to perform arithmetic on a table value
Nexela wrote:Well there is the offending table scaleCode: Select all
--[[table: 000000000F98C6D0]] 171.906 Script Override-Functions.lua:36: { filename = "__base__/graphics/entity/steam-engine/steam-engine-horizontal.png", frame_count = 32, height = 137, line_length = 8, scale = { ---------------------------------------------<<------ a = 1, b = 0.074999999999999997, g = 0.27100000000000002, r = 0.54500000000000004 } --[[table: 000000000F48ACD0]], shift = { 1.3400000000000001, -0.059999999999999998 } --[[table: 000000000F98C9D0]], width = 246 } --[[table: 000000000F98C970]]
tracing it back
dytech-high-entity.lua line 42
horizontal_animation = SteamHorizontalPictures(1, SteamEngineTint.mk1),
vertical_animation = SteamVerticalPictures(1, SteamEngineTint.mk1),
dytech:functions lua line 180 (and vertical on line 194) same issue
function SteamHorizontalPictures(Type, Scale, Tint)
Conclusion Dytech bug: SteamHorizontalPictures wants Type, Scale, Tint .... high-entity is only sending scale and tint not type. so type is being set as 1, and scale is being set as the tint table
Since the function isn't using the type change both of the functions in functions.lua by removing Type
function SteamHorizontalPictures(Scale, Tint)
function SteamVerticalPictures(Scale, Tint)
In tracking this down I did manage to create a 1 gigabyte log file..........
Hey, thanks. I tried to look at Dytech-Power code, but it's greek to me hope it can be sorted out soon, Waitex is in my "essential" mods list.keyboardhack wrote:As Nexela already said it's a problem with DyTech that i solved a long time ago). I have already talked with kasandraen and it should be solved soon.ytsejam wrote:Hi, I'm playing with the unofficial Dytech update. I'm getting this error when i try to use Waitex with DyTech-Power:
waitex-dytech errorI understand it's an issue with Dytech-Power, but the person that made the unofficial Dytech update says he doesn't know what's going on. Any help? It only happens with Dytech-Power. Waitex is not conflicting with any other Dytech module or any other mods I use.Code: Select all
Error Util.cpp:57: Failed to load mod "WaiTex_Full 1.2.0" __WaiTex_Full__/data-final-fixes.lua:1: __WaiTex_Full__/prototypes/Override-Functions.lua:43: attempt to perform arithmetic on a table value
It's great to hear that my mod is being usedytsejam wrote:Hey, thanks. I tried to look at Dytech-Power code, but it's greek to me hope it can be sorted out soon, Waitex is in my "essential" mods list.keyboardhack wrote:As Nexela already said it's a problem with DyTech that i solved a long time ago). I have already talked with kasandraen and it should be solved soon.ytsejam wrote:Hi, I'm playing with the unofficial Dytech update. I'm getting this error when i try to use Waitex with DyTech-Power:
waitex-dytech errorI understand it's an issue with Dytech-Power, but the person that made the unofficial Dytech update says he doesn't know what's going on. Any help? It only happens with Dytech-Power. Waitex is not conflicting with any other Dytech module or any other mods I use.Code: Select all
Error Util.cpp:57: Failed to load mod "WaiTex_Full 1.2.0" __WaiTex_Full__/data-final-fixes.lua:1: __WaiTex_Full__/prototypes/Override-Functions.lua:43: attempt to perform arithmetic on a table value
Where did you get the 0.15 version? That version isn't even out yet.max.power wrote:To be understood with all respect and appreciation for your great work.
Or maybe sb can tell me how to get it work with the 0.15 steam version.
Marc90 wrote:Where did you get the 0.15 version? That version isn't even out yet.
Besides that, 0.15 factorio is supposed to have high res textures (not all parts of the game but at least some) in the base game.
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data.raw["beacon"].radius_visualisation_picture = { filename = "__base__/graphics/entity/beacon/beacon-radius-visualization.png",
width = 24,
height = 24 }
data.raw["beacon"].supply_area_distance = 6
Sorry for the late response.Axios wrote:Hi,
first of all thanks for this awesome mod!
ETA for 1 Gb vram version of the 1.2.0 release?
Thanks.
Are you sure your link leads to the newest version of the mod? Seems like the link leads to a version that's only compatible with factorio 0.12 and not 0.14 that WaiTex expects.Targa wrote:Can anyone tell me why this causes a bug when trying to start the game?
I'm trying to use the latest Waitex with an updated version of my Better Beacons mod found here: viewtopic.php?f=91&t=23094Code: Select all
data.raw["beacon"].radius_visualisation_picture = { filename = "__base__/graphics/entity/beacon/beacon-radius-visualization.png", width = 24, height = 24 } data.raw["beacon"].supply_area_distance = 6
I get an error like /prototypes/Base-override.lua:1396: attempt to index local 'v1' (a number value)
Thanks for the reply and sorry for the even more late reply to your reply.keyboardhack wrote:Sorry for the late response.Axios wrote:Hi,
first of all thanks for this awesome mod!
ETA for 1 Gb vram version of the 1.2.0 release?
Thanks.
I don't think i will make one this time around. Atleast not before 0.15 is out. If HD in 0.15 doesn't cover enough entities then i will update WaiTex to 0.15 and release a 1gb version. If you still want to use WaiTex then you can make a 1gb version youself by disabling textures in the file AllowedTextureChanges.lua by changing AvailableGB to 1 instead of 3 and maybe setting enabled to false for a few entitites in that same file.
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find . -type f -iname '*.png' -exec pngquant --skip-if-larger --strip --ext .png --force {} \;
pngquant is a very good lossy image compressor. WaiTex uses the following pngquant command to compress all the images:folk wrote:I realise that 0.15 is right around the corner, but my base is getting bigger every day and every detail counts, so I extracted waitex, deleted the zip, went into the folder and ran this command:Which reduced the size of all the PNG files from 540+ Mb (if I remember correctly, but you can check that yourself from the mod download) to 136,4 Mb.Code: Select all
find . -type f -iname '*.png' -exec pngquant --skip-if-larger --strip --ext .png --force {} \;
Visually, in game, it looks the same.
Whether or not it will have any impact on performance or load times, I don't know.
But it's interesting.
EDIT: I ran it on factorio/data/base/graphics, reducing its size from 125mb to 53mb. Zero adverse affects on gameplay that I can see.
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"pngquant --quality=70-80 --speed 1 " + "\"" + Filepath + "\"" + " --ext .png --force"