Search found 727 matches
- 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: 2230
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 ...
- 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: 2230
[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...
- Sun Mar 15, 2020 5:58 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 189
- Views: 79447
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...
- Sun Mar 15, 2020 5:08 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 189
- Views: 79447
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...
- Fri Mar 13, 2020 4:47 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 56455
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...
- Fri Mar 13, 2020 1:44 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 56455
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?
- Wed Mar 11, 2020 1:58 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 189
- Views: 79447
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...
- Fri Mar 06, 2020 6:33 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1376581
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...
- Fri Mar 06, 2020 3:48 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1376581
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.
If I disable Bob's Mods again, the problem still does not appear.
Weird.
- Fri Mar 06, 2020 3:43 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1376581
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...
- Fri Mar 06, 2020 11:17 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1376581
Re: Bugs & FAQ
Getting this error at startup factorio v0.18.8. and all Angel's mods enabled, but no others.
- Fri Mar 06, 2020 11:07 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 189
- Views: 79447
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...
- 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: 18276
- 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: 18276
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 ...
- Wed Feb 26, 2020 10:41 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 189
- Views: 79447
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...
- Fri Feb 21, 2020 8:06 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 189
- Views: 79447
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.
They are much more similar nowadays.
- Wed Feb 19, 2020 10:02 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 189
- Views: 79447
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...
- Sat Feb 15, 2020 8:33 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 189
- Views: 79447
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...
- 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: 1018
- 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: 1018
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?