Breaking change in 0.15.7

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posila
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Breaking change in 0.15.7

Post by posila »

Hi, in 0.15.7 will be possibly breaking change for lot of mods.

Code: Select all

    - Icons are now required to have correct size (which can be overridden by icon_size property). (https://forums.factorio.com/45700)
      - 32x32px for entity, fluid, item, item-group, recipe, technology, virtual-signal
      - 128x128px for achievement, tutorial
      - If icon path references base mod, technology icon is expected to be 128x128px and item-group icon 64x64px.
      - In near future, we may remove default sizes and require icon_size to be always specified.
Jürgen Erhard
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Re: Breaking change in 0.15.7

Post by Jürgen Erhard »

Since this changes requires users to disable a *TON* of mods (basically all that use icons), it would be nice if the list of disabled mods were logged somewhere. I just checked my log and I only see the icon error, but no list of mods to be disabled. Now, I just exited and didn't do the disabling, so maybe(!) if I let the game disable them I get a list? I also can't copy/paste list, and screenshots, the only option I see, are damn annoying for text lists.
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Re: Breaking change in 0.15.7

Post by credomane »

This change also seems to be inaccurate as well when listing the mods to be disabled.

My mod originally defined the height/width of the 5 images it uses as 32x32. I changed it to use icon_size of 32 yet my mod still appears in the list of "bad" mods. I even double checked my images to make sure they were 32x32 pixel of the png type.
Yet if I comment out all the sprite image prototypes it disappears from the list.

This is getting frustrating.


[edit]
Yeah this change is inaccurate for mods....Creating a bug report.
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Re: Breaking change in 0.15.7

Post by Rseding91 »

credomane wrote:This change also seems to be inaccurate as well when listing the mods to be disabled.

My mod originally defined the height/width of the 5 images it uses as 32x32. I changed it to use icon_size of 32 yet my mod still appears in the list of "bad" mods. I even double checked my images to make sure they were 32x32 pixel of the png type.
Yet if I comment out all the sprite image prototypes it disappears from the list.

This is getting frustrating.


[edit]
Yeah this change is inaccurate for mods....Creating a bug report.
The mods list is "all mods that use this icon". The game doesn't know which one gave the bad definition. That part wasn't changed with this update - the update just requires that all mods do it correctly now instead of just chopping icons incorrectly.
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posila
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Re: Breaking change in 0.15.7

Post by posila »

Rseding91 wrote:The mods list is "all mods that use this icon".
It is acutally little worse. It lists all mods that modified a thing that uses this icon, and if the thing is gui-style, it will list every mod that added/modified any style, because all styles are just one big prototype. This is for example what research queue mod does, creates new gui styles for every technology prototype. I want to improve that part.
credomane
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Re: Breaking change in 0.15.7

Post by credomane »

I was really banging my head off the desk trying to figure this one out when I managed to create a small dozen line (that could really be reduced to a one-liner mod that would trigger the issue.)

Glad to know what the cause is. Believe I'm actually creating the gui-style in the wrong way causing my mod to appear in the list for "no" reason. Will have to experiment more later and see if I can't fix that.

[edit]
Guess I can't fix it the way I expected. Now I get "Only one gui style can be defined now, later we can make it more variable. Great. :(
Off to modding discussion!

[edit2]
I worked around it. LuaStyle is runtime editable on individual buttons. I just made a silly helper function that sets up the sprite buttons the way I want upon creation. Dirty but it works and gets rid of the custom button style. Gets my mod off of this list whenever that error happens.
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Mooncat
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Re: Breaking change in 0.15.7

Post by Mooncat »

I really wonder why base mod has different technology icon size than custom mods.
The absence of icon_size in the base mod, with the need of icon_size = 128 for custom mods has caused confusion for quite a long time.
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Re: Breaking change in 0.15.7

Post by posila »

Mooncat wrote:I really wonder why base mod has different technology icon size than custom mods.
The absence of icon_size in the base mod, with the need of icon_size = 128 for custom mods has caused confusion for quite a long time.
It's a legacy thing from 0.13 where we changed technology gui and technology icons to 128x128px and decided to default mod icon to 32x32px because "that is what mods are used to".
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Mooncat
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Re: Breaking change in 0.15.7

Post by Mooncat »

posila wrote:
Mooncat wrote:I really wonder why base mod has different technology icon size than custom mods.
The absence of icon_size in the base mod, with the need of icon_size = 128 for custom mods has caused confusion for quite a long time.
It's a legacy thing from 0.13 where we changed technology gui and technology icons to 128x128px and decided to default mod icon to 32x32px because "that is what mods are used to".
I thought 0.15.0 was a good opportunity to break existing mods for making things better (more consistent in this case), since they are already broken by "factorio_version" in info.json. But sounds like you have missed the opportunity. :?

Don't miss 0.16.0, if you want to require icon_size to be always specified.
Also, the event names. :D
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Re: Breaking change in 0.15.7

Post by bobingabout »

Especially since previous versions demanded 64x64, it did feel odd that it demands for 32x32
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