Search found 43 matches

by Grundox
Wed Aug 28, 2019 6:42 pm
Forum: Modding help
Topic: adaptive colors
Replies: 1
Views: 728

adaptive colors

I would like to color a animation dependent on what recipe it's using, kind of like how animations of the chemical plant are changing colors depending on what fluids are contained in the recipe. I already have the seperate animation but from what I saw, I also need a color mask or something like tha...
by Grundox
Fri Aug 23, 2019 5:51 pm
Forum: Modding help
Topic: Entity graphic issues
Replies: 1
Views: 754

Entity graphic issues

So I created a spritesheet for a machine and wanted to take a look into the game but it was too big so I added size = 0.5 and then I got an error saying that the Spritesheets width is not in the valid range (1-4096) but I didn't change anything there and even if it would just get smaller, right? Lat...
by Grundox
Fri Aug 23, 2019 5:37 pm
Forum: Modding help
Topic: Making a new type of machine
Replies: 3
Views: 1105

Re: Making a new type of machine

Alright got it, I'll just do that thanks to all of you
by Grundox
Fri Aug 23, 2019 10:14 am
Forum: Modding help
Topic: Making a new type of machine
Replies: 3
Views: 1105

Making a new type of machine

So I want to basically create a new type of machine that can use recipes. When searching in the entities.lua of the base game I found that there are types for that e.g. furnace or assembling machine. Where are those types defined in the basegame data and how do I go about making a new type?
by Grundox
Sat Apr 20, 2019 10:03 am
Forum: Modding help
Topic: Updating my mod and a lot of errors i can't handle
Replies: 1
Views: 713

Updating my mod and a lot of errors i can't handle

So I am trying to update my mod rn from 0.16 to 0.17 and realised that a lot of things have changed and I am having a ton of trouble with the updated/removed autoplace control. this is the old code I used to generate ore fields { type = "autoplace-control", name = "agate", richne...
by Grundox
Tue Sep 25, 2018 2:20 pm
Forum: Modding help
Topic: I need help for my mod to work
Replies: 4
Views: 1270

I need help for my mod to work

Hello, When I try to launch the game it tells me "Key -icon_size- not found". All the icons are 32x32 like every icon for an item. So why does it tell me that? Also can someone please tell me where I learn to make good building entity graphics and animations ( for example like pyanodon has...
by Grundox
Sun Jul 30, 2017 10:14 am
Forum: Modding help
Topic: Faster belts results in huge error
Replies: 2
Views: 1220

Re: Faster belts results in huge error

Wow I can't believe I am so stupid, thank you, Nexela xD
by Grundox
Sun Jul 30, 2017 8:45 am
Forum: Modding help
Topic: Faster belts results in huge error
Replies: 2
Views: 1220

Faster belts results in huge error

I tried to create faster transport belts and in order to do so I copied some things frome the base mod and other mods. The problem is I can't find a mistake and I am getting a weird error showing me a whole file. Can someone please download the mod and tell me what I did wrong?
by Grundox
Sun Jul 23, 2017 3:33 pm
Forum: Modding help
Topic: Bugging ore entities.
Replies: 7
Views: 2686

Re: Bugging ore entities.

Okay that's actually really useful. Another question: How can I remove or delete all ore entities from the base mod without changing the code of the base mod?
by Grundox
Sun Jul 23, 2017 2:11 pm
Forum: Modding help
Topic: Bugging ore entities.
Replies: 7
Views: 2686

Re: Bugging ore entities.

Thank you for your great help. I'll try to fix this now. Why is there a tint option? You could also just change the color in eg paintnet. Is it so you can use one sheet for different ore entities?
by Grundox
Sun Jul 23, 2017 7:41 am
Forum: Modding help
Topic: Bugging ore entities.
Replies: 7
Views: 2686

Re: Bugging ore entities.

Of course, I'm sorry, I forgot that. data:extend( { { type = "autoplace-control", name = "agate", richness = true, order = "b-e" }, { type = "noise-layer", name = "agate" }, { type = "resource", name = "agate", icon = "__grun...
by Grundox
Sat Jul 22, 2017 6:11 pm
Forum: Modding help
Topic: Bugging ore entities.
Replies: 7
Views: 2686

Bugging ore entities.

So I copied the png of the iron ore entity in the base mod and used it for a new ore entity(the normal one not he high res). My graphics aren't high res so it shouldn't try to display the high res sheet (I guess). The problem now is that it looks completely weird and it even changed colors which I d...
by Grundox
Sun Jul 09, 2017 6:16 pm
Forum: Modding help
Topic: Problems with probabilities in recipes
Replies: 5
Views: 2005

Re: Problems with probabilities in recipes

so it is also the case in uranium processing that u may not get anything from one piece of uranium ore?
by Grundox
Sun Jul 09, 2017 10:19 am
Forum: Modding help
Topic: Problems with probabilities in recipes
Replies: 5
Views: 2005

Problems with probabilities in recipes

So the coding is the same as the uranium processing, e.g.: results = { { name = "niobium-plate", probability = 0.069, amount = 1 }, { type = "fluid", name = "hydrogen", probability = 0.414, amount = 1 }, { type = "fluid", name = "oxygen", probability...
by Grundox
Sun Jul 09, 2017 10:13 am
Forum: Modding help
Topic: Fixing problems of my mod
Replies: 6
Views: 2398

Re: Fixing problems of my mod

thanks you that was the problem :'D
by Grundox
Fri Jul 07, 2017 2:03 pm
Forum: Modding help
Topic: Fixing problems of my mod
Replies: 6
Views: 2398

Re: Fixing problems of my mod

Now all of that is fixxed, thanks to you.
But now I get a different error again. It says that the graphics don't match the rules or something even though they were fine yesterday and I could even fully start the game and use these items ingame (without the recipes of course).
by Grundox
Thu Jul 06, 2017 4:51 pm
Forum: Modding help
Topic: Fixing problems of my mod
Replies: 6
Views: 2398

Re: Fixing problems of my mod

okay this definately did something though I get a different error. data:extend({ { type = "recipe", name = "agate-smelting", category = "1.1", energy_required = 1, ingredients = {{"agate", 1}}, icon = "__grundoxores__/graphics/icons/ores/agate.png", ...
by Grundox
Thu Jul 06, 2017 12:27 pm
Forum: Modding help
Topic: Fixing problems of my mod
Replies: 6
Views: 2398

Fixing problems of my mod

When I try to launch the game I get an error (image below) which tells me something I don't quite understand. These are the recipes I'm using : data:extend({ { type = "recipe", name = "agate-smelting", category = "1.1", energy_required = 1, ingredients = { "agate&q...
by Grundox
Tue May 09, 2017 7:58 pm
Forum: Modding help
Topic: Mod doesn't work for whatever reason
Replies: 17
Views: 5079

Re: Mod doesn't work for whatever reason

Oh i thought I had the most recent one cause i diwnloaded it with steam. Guess I gotta launch the game through the library and not the desktop icon maybe?
by Grundox
Tue May 09, 2017 4:38 pm
Forum: Modding help
Topic: Mod doesn't work for whatever reason
Replies: 17
Views: 5079

Re: Mod doesn't work for whatever reason

yes, that's why I uploaded the other data.lua so the recipes have no point. Exctually these should have been deleted a long time ago. Same for the icons. The only one that should be in there is the buntkupferkies.png.
So you didn't change anything in the info.json`?

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