AkQ wrote: Sun Mar 31, 2019 1:48 pm
Oh look, another fluidbox issue.
I'd suggest editing some settings, but, you can't do that outside of the game anymore. (actually, might be a tool in the tools section) but looking at the issue, you're using a mod that changes the size of a fluidbox, and my latest versions change it again. you may need to add a zero to the end of my setting that changes them.
dorthak wrote: Sun Mar 31, 2019 8:01 pm
Not sure if this is related to Steam not updating, but when I download the Windows zip file, I can't open it with Win10's built-in unzip tool. I get "Windows cannot open the folder. The Compressed (zipped) Folder: 'C:\...\Factorio_x64_0.17.23.zxip' is invalid."
It's also only about half a GB, whereas version 0.17.20 was 1.2GB.
7-Zip does open it, but I can immediately see that not all the files that were there in prior versions are there.
I've tried downloading it twice, same results.
Given the problem with mods, I'm going to hold off on trying again, but figured someone might want to know.
I've had a similar issue, I tried to download it twice in firefox with no success and ended up with a small file, then tried in chrome and it downloaded fine. so, I recommend you either try a different browser, or flush the cache. Also it might not be that specific version.
robot256 wrote: Mon Apr 01, 2019 4:22 pm
Some were done within minutes, most of the big ones were done within hours.
I heard someone complain about their hosting provider not letting them choose when to upgrade experimental versions. Updates like this one upset those users, but it's a problem with the hoster not the devs.
I was annoyed that due to a simple error, the release of my mods were delayed by an hour. (I had to go out, I thought I was finished with about 5 minutes to go, the error knocked me back so I had to wait until after my journey to fix it)
but yeah, about 3 or 4 hours after release, all of bob's mods were updated. there was another mod compatibility issue fixed within the 3 day window.
Gatticas wrote: Mon Apr 01, 2019 9:12 pm
[offtopic hot sports opinion]
Can we please stop pushing Javscript. It is one of the worse languages in use, along with Ruby and PHP.
True Story: developers started using Javascript for server-side programming in the late 90s and it took less than a year to figure out it was a terrible idea and decide to never do it again. I guess nobody told the NodeJS guys.
Honestly, I don't know LUA myself, I just muddle through. I have this sort of coding language intuition, where most of the time what I write, as long as it follows the style of language I'm looking at, seems to work. I do have to ocassionally look something up, or try a couple of variations and test on the game before they work without looking them up, but. I don't know LUA
Having the game be JavaScript would effectively change nothing for me, I'd still just fall into something that worked, and any code I had to look up would be on JS instead of LUA.
Personally, when I was working on my own game, and needed to input data, I went with what I knew from modding previous games. I call it ini, others just call it config, I looked up standards to find that effectively, many implementations were barely to the definition, a lot of made up stuff. So I wrote my own ini parser and went from there.
Actually, I wrote a program I'd been wanting myself for years, and never found. INITool.exe was a command line program that was a truncater, it stripped all useless data out of a file and output it. it basically did this by parsing the file, then writing back out what it had read in. I also added the ability to make an ini diff, which was of my own design. Lines to add were just added in, so there was no real order to it (but for a non-ordered list data table system, doesn't matter. if you did want an ordered list, you usually had a numbered table anyway, in which case order didn't matter anyway) but any line starting with a - was removed from the file. it worked quite well for what I was using it for.
Of course I then basically used the same classes I had written as part of my game code.
My point is, if I were writing my own game, and I had to choose a language, I'd probably just make something up that worked for me. but then I've never actually written a scripting language reader before, only a data table reader. (And INI was quite limited with that too as every table only had values, foo=bar, there was no types to it, and therefore couldn't have a table in a table)