Search found 77 matches
- Tue May 15, 2018 1:00 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 211522
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
when fixed, it can finally do wat is it supposed to and I can read the log: 1.415 Script @__DeadlockStacking__/prototypes/shared.lua:229: ERROR: DSB asked to use icon_size that is not 32, 64 or 128 (raw-wood) 1.415 Script @__DeadlockStacking__/prototypes/shared.lua:229: ERROR: DSB asked to use icon_...
- Tue May 15, 2018 11:23 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 211522
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
There is an error in that line. There should be item_name, not item-name. so a better option is if icon_size and (icon_size ~= 32 and icon_size ~= 64 and icon_size ~= 128) then log("ERROR: DSB asked to use icon_size that is not 32, 64 or 128 ("..item_name..")") --return icon_size...
- Tue May 15, 2018 11:07 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 211522
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
No items from my mod can be stacked and all icons are 32x32. By disabling parts of my mod I have found out, that everything works until I add a recipe. Then it breaks.
It really makes no sense.
It really makes no sense.
- Tue May 15, 2018 6:15 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 211522
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
BUG : Breaks without any reason when used with my mod called CustomModules. Replacing part of code in create_stacking_recipes and create_unstacking_recipes with this fixes the issue: if icon_size and (icon_size ~= 32 and icon_size ~= 64 and icon_size ~= 128) then --log("ERROR: DSB asked to use...
- Sun May 13, 2018 9:29 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.42] Shift on layers of modules not scaled properly
- Replies: 2
- Views: 3268
[Rseding91] [0.16.42] Shift on layers of modules not scaled properly
https://i.imgur.com/m2Etm5a.png I made a mod which adds custom modules . The icons consist of multiple layers and two of them have some shift{} applied. In inventory the item appears right, but the Alt-view of modules is messed up - the shift is not scaled properly. (the lights are escaping the mod...
- Sun May 13, 2018 8:51 am
- Forum: Modding help
- Topic: [SOLVED]replacing ingredients in recipes
- Replies: 4
- Views: 1582
Re: replacing ingredients in recipes
After lots of trial and erro i created this: for i, r in pairs(data.raw.recipe) do if r.ingredients then for j, n in pairs(r.ingredients) do if n.name and string.find(n.name, "speed-module") then n.name = "module-B0" end if n[1] and string.find(n[1], "speed-module") the...
- Sat May 12, 2018 4:02 pm
- Forum: Modding help
- Topic: [SOLVED]replacing ingredients in recipes
- Replies: 4
- Views: 1582
[SOLVED]replacing ingredients in recipes
I'm making my own modules to replace the vanilla ones, but because of compatibility i just removed the crafting recipes for the normal modules. Now i want to replace all "speed-module" in ingredients of all recipes with "module-B0" but I can't seem to find a way to do it.
- Fri May 11, 2018 4:32 pm
- Forum: Modding help
- Topic: How to set up a custom infinite research
- Replies: 11
- Views: 2569
Re: How to set up a custom infinite research
I could also make the modules change their stats when inserted into the machine (they will be usable only in one machine). After every research finishes the code will check if it was the research I wanted. If yes, update all modules in the machine.
- Fri May 11, 2018 4:42 am
- Forum: Modding help
- Topic: How to set up a custom infinite research
- Replies: 11
- Views: 2569
Re: How to set up a custom infinite research
Is it possible to somehow change module values or change it's prototype in control.lua?
- Thu May 10, 2018 7:45 am
- Forum: Modding help
- Topic: How to set up a custom infinite research
- Replies: 11
- Views: 2569
Re: How to set up a custom infinite research
So it looks like I can't access speed or productivity. Is it at least possible to modify a global variable with a research? I could then do some stuff in control.lua
- Thu May 10, 2018 7:39 am
- Forum: Modding help
- Topic: How to set up a custom infinite research
- Replies: 11
- Views: 2569
Re: How to set up a custom infinite research
@ Optera
Thanks, i was searching for a mod with an infinite research to learn from.
Thanks, i was searching for a mod with an infinite research to learn from.
- Thu May 10, 2018 4:39 am
- Forum: Modding help
- Topic: How to set up a custom infinite research
- Replies: 11
- Views: 2569
How to set up a custom infinite research
I'd like to create my own infinite research to increase speed and/or productivity of a certain machine. The problem is I only know how to add regular researches and I don't know how to make the research apply bonuses to my machine.
- Fri May 04, 2018 4:13 pm
- Forum: Modding help
- Topic: What does "order" do?
- Replies: 8
- Views: 2523
Re: What does "order" do?
Thanks. Sorry for being so incompetent to look it up myself.
- Fri May 04, 2018 3:59 pm
- Forum: Modding help
- Topic: What does "order" do?
- Replies: 8
- Views: 2523
Re: What does "order" do?
Thanks! But what happens when all the items have the same order?
- Fri May 04, 2018 3:42 pm
- Forum: Modding help
- Topic: What does "order" do?
- Replies: 8
- Views: 2523
What does "order" do?
I see the value order needed in almost any prototype, so inspired by other mods i just set it to "a-b", but I have no idea what does it do. Could somebody please explain? thanks.
- Wed May 02, 2018 6:22 pm
- Forum: Modding help
- Topic: [Probably unsolvable]Render an entity in the background
- Replies: 6
- Views: 1264
Re: [Probably unsolvable]Render an entity in the background
Make big sprites with alpha gap and shift this picture higher/ lower. I tried making the picture double the height with the upper half transparent and then shifting it back by 2 tiles. (it is a part of animation) width = 128, height = 256, frame_count = 1, line_length = 1, shift = {0.0, -2.0}, It s...
- Wed May 02, 2018 6:08 pm
- Forum: Modding help
- Topic: [SOLVED]Make entity collide with concrete/stone tiles
- Replies: 4
- Views: 1107
Re: [SOLVED]Make entity collide with concrete/stone tiles
Yep, i didn't think of that, thanks for pointing it out!
- Wed May 02, 2018 6:04 pm
- Forum: Modding help
- Topic: [SOLVED]Make machine not reqire energy
- Replies: 10
- Views: 1784
Re: [SOLVED]Make machine not reqire energy
Don't worry, i first went for a farm, which would deplete the foel over time, because the most basic version has no water input, so the ground dries out. It should not be placeable on concrete/stone path tiles, because it's DIRT and you put none in the crafting recipe. I also wanted for the ground t...
- Tue May 01, 2018 2:00 pm
- Forum: Modding help
- Topic: [SOLVED]Make entity collide with concrete/stone tiles
- Replies: 4
- Views: 1107
Re: Make entity collide with concrete/stone tiles
I tried exactly the same thing again and it worked. I guess i made a mistake on my first try. This is the working code: for index,tile in pairs(data.raw.tile) do if string.find(tile.name, "concrete") or string.find(tile.name, "path") then tile.collision_mask = {"layer-15&quo...
- Tue May 01, 2018 12:46 pm
- Forum: Modding help
- Topic: [SOLVED]Make entity collide with concrete/stone tiles
- Replies: 4
- Views: 1107
[SOLVED]Make entity collide with concrete/stone tiles
I'D like to make my entity collide with concrete/stone tiles, but it appears they have no collision layer assigned and my tries to assign a collision layer have been unsuccessful. Is there any other way to do so?