Search found 727 matches

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: 1834

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: 1834

[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 = "__b...
by DRY411S
Sun Mar 15, 2020 5:58 am
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 69625

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 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 69625

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 disa...
by DRY411S
Fri Mar 13, 2020 4:47 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 52069

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 confirmi...
by DRY411S
Fri Mar 13, 2020 1:44 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 52069

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 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 69625

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: 3872
Views: 1216416

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: 3872
Views: 1216416

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: 3872
Views: 1216416

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: 3872
Views: 1216416

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 4627 times

angelstartupmods.png
angelstartupmods.png (59.75 KiB) Viewed 4627 times
by DRY411S
Fri Mar 06, 2020 11:07 am
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 69625

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...
by DRY411S
Sun Mar 01, 2020 1:10 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
Replies: 53
Views: 15965

Re: [0.17.x] Save and Load Quickbar Layouts like blueprints

Koub wrote:
Sun Mar 01, 2020 9:41 am
[Koub] Merged into older topic with same suggestion.
Proving once again that I am not capable of original thought. :) Thanks!
by DRY411S
Sat Feb 29, 2020 11:07 am
Forum: Ideas and Suggestions
Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
Replies: 53
Views: 15965

Export/Import player toolbar settings

TL;DR Allow the export and import of toolbar settings What ? With up to 10 player toolbars, there is a huge amount of flexibility in having different toolbars for different purposes (mining, oil, fighting, etc.) They can take a while to set up. It would be nice if I could export the settings, so I ...
by DRY411S
Wed Feb 26, 2020 10:41 pm
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 69625

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

v0.18.3 Changes: - Support for Bob's Metals, Chemicals and Intermediates (bobplates) added - Uses the mod crafting tabs, no longer uses bespoke tabs - Mods that have required bespoke code in this mod are shown as conditional dependencies - Debug logging added into factorio logs about unsupported mod...
by DRY411S
Fri Feb 21, 2020 8:06 am
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 69625

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

Its a long time since I compared. Originally, the reverse factory just recycled everything that was put into it. I wanted something that was more selective.

They are much more similar nowadays.
by DRY411S
Wed Feb 19, 2020 10:02 am
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 69625

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

v0.18.2 - Recycling Tabs no longer appear in the player crafting menus https://github.com/DRY411S/Recycling-Machines/issues/1 (June 2016!) - Recycling Recipe Generation times improved with 'fast match' attempts before original slow method - Conditional code for factorio versions 0.15 and earlier rem...
by DRY411S
Sat Feb 15, 2020 8:33 pm
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 69625

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

Very pleased to say that the next version of this mod will no longer display the Recycling tabs on the player crafting menu. The Recycling tabs will display only in the Recycling Machine crafting GUI. I will therefore not be implementing item #3 in the 0.18 roadmap. The number of entries in the Recy...
by DRY411S
Sat Feb 15, 2020 8:07 pm
Forum: Not a bug
Topic: [0.18.6] hide_from_player_crafting recipe property glitch
Replies: 3
Views: 851

Re: [0.18.6] hide_from_player_crafting recipe property glitch

DRY411S wrote:
Sat Feb 15, 2020 7:52 pm
Perfect thanks. Does that mean (from the screenshots), that those are the only vanilla items in the game which have expensive recipes?
Answering my own question. It would seem so, after I made a little change to my code.
by DRY411S
Sat Feb 15, 2020 7:52 pm
Forum: Not a bug
Topic: [0.18.6] hide_from_player_crafting recipe property glitch
Replies: 3
Views: 851

Re: [0.18.6] hide_from_player_crafting recipe property glitch

Perfect thanks. Does that mean (from the screenshots), that those are the only vanilla items in the game which have expensive recipes?

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