Search found 655 matches

by DRY411S
Tue Apr 07, 2020 11:56 am
Forum: Multiplayer
Topic: [Updated 04/13/2019] Unofficial Factorio Troll/Griefer Database
Replies: 204
Views: 69047

Re: [Updated 04/13/2019] Unofficial Factorio Troll/Griefer Database

Just watched "hammerfaust99", "sagichnicht99", grief my server.
by DRY411S
Sun Apr 05, 2020 12:48 pm
Forum: Mods
Topic: [MOD 0.18.x|0.17.x]Recycling Machines
Replies: 158
Views: 22671

Re: [MOD 0.18.x|0.17.x]Recycling Machines

v0.18.6 Changes: - Fix: #79 Support for Bio Industries added - Supported mods shown as hidden conditional dependencies in info.json to force this mod to run after them Bugfixes: - Fix: #73 Recipes with 'allow_decomposition = false' property are not recyclable - Fix: #78 Icon in recycling recipes, wi...
by DRY411S
Fri Mar 20, 2020 1:00 pm
Forum: Maps and Scenarios
Topic: Are there any tutorials for making scenarios?
Replies: 4
Views: 2288

Re: Are there any tutorials for making scenarios?

Dragging this up after so long to ask 2 related questions. If I create a scenario packaged as a mod, so that it has code that alters data.raw AND a scenarios folder, does the data stage code run, or does the game see the scenarios folder in the mod, and ignore the data stage stuff? If I disable the ...
by DRY411S
Sun Mar 15, 2020 10:30 am
Forum: Mods
Topic: [MOD 0.18.x|0.17.x]Recycling Machines
Replies: 158
Views: 22671

Re: [MOD 0.18.x|0.17.x]Recycling Machines

  1. Devs have confirmed that the specification is wrong, so this is a bug.

It will be fixed in the next release. In the meantime, the author of the Team Competition mod may also remove the code that is causing this mod to fail, since the base game ignores it anyway.
by DRY411S
Sun Mar 15, 2020 10:23 am
Forum: Not a bug
Topic: [0.18.10] Game accepts items that don't conform to the prototype definition
Replies: 10
Views: 173

Re: [0.18.10] Game accepts items that don't conform to the prototype definition

I too have mods that have to handle this weirdness, but haven't had any problems with ignoring icon in presence of icons if icons then --use icons elseif icon and icon_size -- use icon and icon_size else -- error end The specification could be clearer, but I'm fairly certain that's how the base wor...
by DRY411S
Sun Mar 15, 2020 10:13 am
Forum: Not a bug
Topic: [0.18.10] Game accepts items that don't conform to the prototype definition
Replies: 10
Views: 173

Re: [0.18.10] Game accepts items that don't conform to the prototype definition

posila wrote:
Sun Mar 15, 2020 10:03 am
I see. That's a valid definition. I have added information about icons taking priority over icon into the wiki page.
Ok thanks. I can amend my mod with confidence now.
by DRY411S
Sun Mar 15, 2020 9:55 am
Forum: Not a bug
Topic: [0.18.10] Game accepts items that don't conform to the prototype definition
Replies: 10
Views: 173

Re: [0.18.10] Game accepts items that don't conform to the prototype definition

{ type = "item", name = "fast-transport-belt", --icon_size = 64, icon_mipmaps = 4, icon = "__base__/graphics/icons/foo.png", icons = { icon_size = 64, { icon = "__base__/graphics/icons/foo2.png" }, { icon = "__base__/graphics/icons/foo3.png", tint = { a = 0.75, b = 0, g = 0, r = 0 } }, { icon = "__...
by DRY411S
Sun Mar 15, 2020 9:35 am
Forum: Not a bug
Topic: [0.18.10] Game accepts items that don't conform to the prototype definition
Replies: 10
Views: 173

Re: [0.18.10] Game accepts items that don't conform to the prototype definition

Can't reproduce. icon_size_missing.png { type = "item", name = "fast-transport-belt", --icon_size = 64, icon_mipmaps = 4, icon = "__base__/graphics/icons/foo.png", icons = { { icon = "__base__/graphics/icons/foo2.png" }, { icon = "__base__/graphics/icons/foo3.png", tint = { a = 0.75, b = 0, g = 0, ...
by DRY411S
Sun Mar 15, 2020 6:28 am
Forum: Not a bug
Topic: [0.18.10] Game accepts items that don't conform to the prototype definition
Replies: 10
Views: 173

Re: [0.18.10] Game accepts items that don't conform to the prototype definition

Correct me if I misread your post. You defined prototype.icon and prototype.icons, but not prototype.icon_size It wasn't me, it was somebody else. :) With icons set, icon and icon_size are ignored entirely. That isn't what the specification says. It says there are 2 options. It doesn't say that if ...
by DRY411S
Sun Mar 15, 2020 6:11 am
Forum: Not a bug
Topic: [0.18.10] Game accepts items that don't conform to the prototype definition
Replies: 10
Views: 173

[0.18.10] Game accepts items that don't conform to the prototype definition

At https://wiki.factorio.com/Types/IconSpecification there are 2 options. There is at least one mod out there that implements something like this: icon = "__base__/graphics/icons/foo.png", icons = { { icon = "__base__/graphics/icons/foo2.png", icon_size = 32 }, { icon = "__base__/graphics/icons/foo3...
by DRY411S
Sun Mar 15, 2020 5:58 am
Forum: Mods
Topic: [MOD 0.18.x|0.17.x]Recycling Machines
Replies: 158
Views: 22671

Re: [MOD 0.18.x|0.17.x]Recycling Machines

Confirmed as a bug. Thanks for reporting. Added to GitHub Issues repository at https://github.com/DRY411S/Recycling-Machines/issues/78 This 'bug' in my code is because the author of the Team Competition mod has incorrectly implemented the prototype IconSpecification, but the game has not captured t...
by DRY411S
Sun Mar 15, 2020 5:08 am
Forum: Mods
Topic: [MOD 0.18.x|0.17.x]Recycling Machines
Replies: 158
Views: 22671

Re: [MOD 0.18.x|0.17.x]Recycling Machines

Just after the last update I've got this error: Failed to load mods: Error while loading recipe prototype "dry411srev-tc_export_chest" (recipe): Key "icon_size" not found in property tree at ROOT.recipe.dry411srev-tc_export_chest Modifications: Recycling Machines Mods to be disabled: ZRecycling Bef...
by DRY411S
Fri Mar 13, 2020 4:47 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 9814

Re: Friday Facts #338 - The (real) Character GUI

My immediate thought is how the GUI will look when mods add a load of new item-groups for crafting? Will it upset the symmetry/balance? It should handle mods fine. When more than 6 tabs are present, the style changes to "button tabs" and it shows 6 item groups per row. Thanks for confirming. Will w...
by DRY411S
Fri Mar 13, 2020 1:44 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 9814

Re: Friday Facts #338 - The (real) Character GUI

My immediate thought is how the GUI will look when mods add a load of new item-groups for crafting? Will it upset the symmetry/balance?
by DRY411S
Wed Mar 11, 2020 1:58 pm
Forum: Mods
Topic: [MOD 0.18.x|0.17.x]Recycling Machines
Replies: 158
Views: 22671

Re: [MOD 0.18.x|0.17.x]Recycling Machines

v0.18.5 Changes: - Support Angel's Mods added Bugfixes: - None Known Issues: Bob's Electronics are not recyclable Some locale for Angel's Mods is missing Download Latest version: Experimental factorio v0.18: v0.18.5 (11-Mar-2020) Stable factorio v0.17: v0.17.10 (01-Feb-2020) Note: Support for mods t...
by DRY411S
Fri Mar 06, 2020 6:33 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2838
Views: 361942

Re: Bugs & FAQ

Ah although the mods are disabled, the settings are still there, that might be a conflicting issue. Since when i load it up with your mod-settings it does crash. (At least its reproduceable). *now figuring out what is wrong with it* Edit: Found the issue: Since angels tech wasn't enabled yet, it wa...
by DRY411S
Fri Mar 06, 2020 3:48 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2838
Views: 361942

Re: Bugs & FAQ

FYI, If I enable all Bob's Mods, then the error message does not appear.
If I disable Bob's Mods again, the problem still does not appear.

Weird.
by DRY411S
Fri Mar 06, 2020 3:43 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2838
Views: 361942

Re: Bugs & FAQ

It seems im not able to reproduce this error, could you perhaps give us the mod-settings.dat so we might be able to reproduce it. Also i see that the list is a bit longer than what is shown in the screenshot, it might be that one or 2 mods disturb the angels process. Or that (somehow) an older vers...
by DRY411S
Fri Mar 06, 2020 11:17 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2838
Views: 361942

Re: Bugs & FAQ

Getting this error at startup factorio v0.18.8. and all Angel's mods enabled, but no others.
angelstartuperror.png
angelstartuperror.png (13.86 KiB) Viewed 349 times

angelstartupmods.png
angelstartupmods.png (59.75 KiB) Viewed 349 times
by DRY411S
Fri Mar 06, 2020 11:07 am
Forum: Mods
Topic: [MOD 0.18.x|0.17.x]Recycling Machines
Replies: 158
Views: 22671

Re: [MOD 0.18.x|0.17.x]Recycling Machines

v0.18.4 Changes: - Support for all Bob's Mods added Bugfixes: - None Download Latest version: Experimental factorio v0.18: v0.18.4 (06-Mar-2020) Stable factorio v0.17: v0.17.10 (01-Feb-2020) Note: Support for mods that adds their own item group tabs to crafting menus is being slowly introduced. So f...

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