Search found 9 matches

by aspd199
Tue Nov 05, 2024 1:47 am
Forum: Modding help
Topic: Questions about mod names and paths
Replies: 1
Views: 363

Questions about mod names and paths

I found that if the mod name is "_test"

The directory structure is

_test/
├── data.lua
├── info.json
└── test.png


In this case

icon = "__test__/test.png"
error:Path __test__/test.png does not match anyenabled mod.


and

icon = "___test__/test.png"
error:Path ___test__/test.png not ...
by aspd199
Sun Oct 27, 2024 6:22 pm
Forum: Not a bug
Topic: [Rseding91][2.0.10] Bug about always_day duration
Replies: 6
Views: 454

Re: [Rseding91][2.0.10] Bug about always_day duration

I see, I thought that “always_day” is a switch to lock the daytime, as long as it is set to true, then “daytime” should be invalidated no matter how much it changes and keep the daytime state, only when “always_day” is false “daytime” should take effect!
by aspd199
Sun Oct 27, 2024 4:56 pm
Forum: Not a bug
Topic: [Rseding91][2.0.10] Bug about always_day duration
Replies: 6
Views: 454

Re: [Rseding91][2.0.10] Bug about always_day duration

simple test code:

function OnInit()
game.players[1].always_day = true
end

function OnTick(event)
if (game.tick % 600) == 0 then
game.players[1].surface.daytime = 0.5
end
game.players[1].print(game.players[1].always_day)
end

script.on_event(defines.events.on_tick, OnTick)
script.on_init ...
by aspd199
Sat Oct 26, 2024 8:26 pm
Forum: Not a bug
Topic: [Rseding91][2.0.10] Bug about always_day duration
Replies: 6
Views: 454

Re: [Rseding91][2.0.10] Bug about always_day duration

The “always_day” attribute can't be locked to “true”, so if any other mod operates on the “daytime” attribute, “always_day” will automatically change to “false” instead of always shine.
by aspd199
Fri Oct 25, 2024 8:05 pm
Forum: Not a bug
Topic: [Rseding91][2.0.10] Bug about always_day duration
Replies: 6
Views: 454

[Rseding91][2.0.10] Bug about always_day duration

documents: always_day :: RW boolean When set to true, the sun will always shine.


game.players[1].surface.always_day = true
game.surfaces[1].always_day = true


Either of the above two lines of code will only be in effect for a few seconds, after which it will expire and will not persist ...
by aspd199
Wed Mar 27, 2019 2:17 am
Forum: Not a bug
Topic: [0.17.18]API: teleport exception
Replies: 3
Views: 1089

Re: [0.17.18]API: teleport exception

well thank you!
by aspd199
Tue Mar 26, 2019 8:46 am
Forum: Not a bug
Topic: [0.17.18]API: teleport exception
Replies: 3
Views: 1089

[0.17.18]API: teleport exception

API: teleport
When the player is telepport in a entity position, the locked position cannot move.
Log file no error record
by aspd199
Thu Mar 14, 2019 6:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.11]API: take_screenshot exception
Replies: 3
Views: 2802

Re: [0.17.11]API: take_screenshot exception

wheybags wrote: Thu Mar 14, 2019 4:28 pm Could you please post your error log?
https://wiki.factorio.com/Log_file
Log file not error record, just the JPG generated by the API is incomplete.

/c game.take_screenshot{anti_alias=true}
factorio-current.log
(6.57 KiB) Downloaded 155 times
by aspd199
Thu Mar 14, 2019 3:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.11]API: take_screenshot exception
Replies: 3
Views: 2802

[0.17.11]API: take_screenshot exception

I upgraded the MOD to 0.17
But found the problem when generating the screenshot

api: take_screenshot

anti_alias is false : normal
anti_alias is true : exception

------------------------------------------------------
The three normal jpg anti_alias are false
s1 .png
s1 .png (146.4 KiB) Viewed 2802 times

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