Search found 43 matches
- Wed Aug 28, 2019 6:42 pm
- Forum: Modding help
- Topic: adaptive colors
- Replies: 1
- Views: 789
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 ...
- Fri Aug 23, 2019 5:51 pm
- Forum: Modding help
- Topic: Entity graphic issues
- Replies: 1
- Views: 834
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 ...
- Fri Aug 23, 2019 5:37 pm
- Forum: Modding help
- Topic: Making a new type of machine
- Replies: 3
- Views: 1231
Re: Making a new type of machine
Alright got it, I'll just do that thanks to all of you
- Fri Aug 23, 2019 10:14 am
- Forum: Modding help
- Topic: Making a new type of machine
- Replies: 3
- Views: 1231
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?
- 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: 803
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",
richness = true ...
this is the old code I used to generate ore fields
{
type = "autoplace-control",
name = "agate",
richness = true ...
- Tue Sep 25, 2018 2:20 pm
- Forum: Modding help
- Topic: I need help for my mod to work
- Replies: 4
- Views: 1373
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 in his ...
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 in his ...
- Sun Jul 30, 2017 10:14 am
- Forum: Modding help
- Topic: Faster belts results in huge error
- Replies: 2
- Views: 1313
Re: Faster belts results in huge error
Wow I can't believe I am so stupid, thank you, Nexela xD
- Sun Jul 30, 2017 8:45 am
- Forum: Modding help
- Topic: Faster belts results in huge error
- Replies: 2
- Views: 1313
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?
- Sun Jul 23, 2017 3:33 pm
- Forum: Modding help
- Topic: Bugging ore entities.
- Replies: 7
- Views: 2844
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?
- Sun Jul 23, 2017 2:11 pm
- Forum: Modding help
- Topic: Bugging ore entities.
- Replies: 7
- Views: 2844
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?
- Sun Jul 23, 2017 7:41 am
- Forum: Modding help
- Topic: Bugging ore entities.
- Replies: 7
- Views: 2844
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 = "__grundoxores__/graphics/icons/ores/agate.png",
flags ...
{
{
type = "autoplace-control",
name = "agate",
richness = true,
order = "b-e"
},
{
type = "noise-layer",
name = "agate"
},
{
type = "resource",
name = "agate",
icon = "__grundoxores__/graphics/icons/ores/agate.png",
flags ...
- Sat Jul 22, 2017 6:11 pm
- Forum: Modding help
- Topic: Bugging ore entities.
- Replies: 7
- Views: 2844
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 ...
- Sun Jul 09, 2017 6:16 pm
- Forum: Modding help
- Topic: Problems with probabilities in recipes
- Replies: 5
- Views: 2130
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?
- Sun Jul 09, 2017 10:19 am
- Forum: Modding help
- Topic: Problems with probabilities in recipes
- Replies: 5
- Views: 2130
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 = 0.517,
amount = 1
}
}
the ...
{
{
name = "niobium-plate",
probability = 0.069,
amount = 1
},
{
type = "fluid",
name = "hydrogen",
probability = 0.414,
amount = 1
},
{
type = "fluid",
name = "oxygen",
probability = 0.517,
amount = 1
}
}
the ...
- Sun Jul 09, 2017 10:13 am
- Forum: Modding help
- Topic: Fixing problems of my mod
- Replies: 6
- Views: 2593
Re: Fixing problems of my mod
thanks you that was the problem :'D
- Fri Jul 07, 2017 2:03 pm
- Forum: Modding help
- Topic: Fixing problems of my mod
- Replies: 6
- Views: 2593
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).
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).
- Thu Jul 06, 2017 4:51 pm
- Forum: Modding help
- Topic: Fixing problems of my mod
- Replies: 6
- Views: 2593
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",
results =
{
{
name = "silicon-plate ...
data:extend({
{
type = "recipe",
name = "agate-smelting",
category = "1.1",
energy_required = 1,
ingredients = {{"agate", 1}},
icon = "__grundoxores__/graphics/icons/ores/agate.png",
results =
{
{
name = "silicon-plate ...
- Thu Jul 06, 2017 12:27 pm
- Forum: Modding help
- Topic: Fixing problems of my mod
- Replies: 6
- Views: 2593
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", 1},
results =
{
{
name ...
These are the recipes I'm using : data:extend({
{
type = "recipe",
name = "agate-smelting",
category = "1.1",
energy_required = 1,
ingredients = { "agate", 1},
results =
{
{
name ...
- Tue May 09, 2017 7:58 pm
- Forum: Modding help
- Topic: Mod doesn't work for whatever reason
- Replies: 17
- Views: 5427
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?
- Tue May 09, 2017 4:38 pm
- Forum: Modding help
- Topic: Mod doesn't work for whatever reason
- Replies: 17
- Views: 5427
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`?
So you didn't change anything in the info.json`?