Re: Version 0.12.11
Posted: Fri Oct 16, 2015 9:06 pm
I was just refreshing the server, so it might be the problem it should work fine now.
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?
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?
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
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.
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.
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?
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?
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.
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.
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.