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Re: [MOD 0.17] ShinyBobGFX
Posted: Wed Sep 04, 2019 8:29 pm
by OldWhovian
Since the latest update I'm seeing the following error:
Failed to load mods: The given sprite rectangle (left_top=1050x0, right_bottom=1400x219) is outside the actual sprite size (left_top=0x0, right_bottom=1249x222).: __base__/graphics/entity/chemical-plant/hr-chemical-plant-shadow.png
Mods to be disabled:
ShinyAngelGFX
ShinyBobGFX
angelspetrochem
angelsrefining
bobassembly
bobplates
I disabled mods one at a time (including dependents) until it came down to ShinyBobGFX. Everything else seems to be working fine
Re: [MOD 0.17] ShinyBobGFX
Posted: Thu Sep 05, 2019 4:57 am
by Zombiee
Will be fixifying soonish.
Re: [MOD 0.17] ShinyBobGFX
Posted: Mon Feb 10, 2020 7:34 pm
by danyax
Zombiee, are you planning to update your Bob mod for 0.18? All electric poles look the same, it is such a mess. Same goes for you Angel mod, playing without color coded building is a real pain.
Re: [MOD 0.17] ShinyBobGFX
Posted: Mon Feb 10, 2020 10:13 pm
by Boeng01
danyax wrote: ↑Mon Feb 10, 2020 7:34 pm
Zombiee, are you planning to update your Bob mod for 0.18? All electric poles look the same, it is such a mess. Same goes for you Angel mod, playing without color coded building is a real pain.
I want to copy that, since your work was (for me) essential on playing bob's and angel's - and with angel's now being lifted to 0.18 by brave souls, it would be a shame to not have your mods working.
Re: [MOD 0.17] ShinyBobGFX
Posted: Tue Feb 11, 2020 12:23 am
by kirazy
Edit: Removed, since they're not a general fix, just specific to my set of Angels/Bobs.
Re: [MOD 0.17] ShinyBobGFX
Posted: Tue Feb 11, 2020 9:09 pm
by Boeng01
Thanks for your work on this.
Unfortunately this isn't working completely - at least not with my mod combination. Could you please specify what exactly has to be specified in the lua's, so i may be able to help myself?
To clarify a bit - with your modified ShinyBob's i get the message that /graphics/icons/lab-1a.png is 32x32, sprite rectangle ist 64x64 and should be specified.
Same with your modified shiny angel's, which tells me the same about /graphics/icons/num-1.png
i'm not able yet to figure out where exactly to specify these to icon sizes, may you be able to help?
Re: [MOD 0.17] ShinyBobGFX
Posted: Wed Feb 12, 2020 1:19 am
by kirazy
Boeng01 wrote: ↑Tue Feb 11, 2020 9:09 pm
Thanks for your work on this.
Unfortunately this isn't working completely - at least not with my mod combination. Could you please specify what exactly has to be specified in the lua's, so i may be able to help myself?
To clarify a bit - with your modified ShinyBob's i get the message that /graphics/icons/lab-1a.png is 32x32, sprite rectangle ist 64x64 and should be specified.
Same with your modified shiny angel's, which tells me the same about /graphics/icons/num-1.png
i'm not able yet to figure out where exactly to specify these to icon sizes, may you be able to help?
I didn't do all of them, just enough to get it to start with my mod combo. For ShinyBobs, in your case I'm like 99% sure you need to edit prototypes\fuctions\iconchoice.lua and on line 261 add item.icon_size = 32.
Angels is a bit messier, but for every unique entry for a "data.raw["item"][name..suf].icons = {..." (e.g. data.raw[blah blah][blah blah blah].icons - {) you'll want to add a data.raw["item"][name..suf].icon_size = 32.
Re: [MOD 0.17] ShinyBobGFX
Posted: Wed Feb 12, 2020 6:10 pm
by Boeng01
Many Thanks for replying.
I really tried for hours now, tried to use your hint, tried to put an icon_size anywhere where i thought it could be helpful but …
no …
it just refuses to work. My attempts only lead to more and more errors XD
so i just wait and hope, that Zombiee will pick up his work again and releases a working 0.18 version.
Thanks anyway, again, for your help.
Re: [MOD 0.17] ShinyBobGFX
Posted: Mon Feb 17, 2020 11:16 pm
by Zombiee
Working on it right now. Very soon will have something functional at least.
Re: [MOD 0.18] ShinyBobGFX
Posted: Wed Feb 19, 2020 6:34 pm
by Boeng01
Thanks for replying. Will wait patiently
Re: [MOD 0.18] ShinyBobGFX
Posted: Wed Feb 19, 2020 9:51 pm
by Zombiee
I hope the smiley means that's a joke. If not, updates for all 3 of my mods have been released, your wait is over!
Re: [MOD 0.18] ShinyBobGFX
Posted: Thu Feb 20, 2020 5:10 pm
by Boeng01
Great, Thanks a lot
Re: [MOD 0.18] ShinyBobGFX
Posted: Tue Mar 17, 2020 9:18 am
by zabota
i has error who can help me?
Re: [MOD 0.18] ShinyBobGFX
Posted: Tue Mar 17, 2020 10:18 am
by kirazy
zabota wrote: ↑Tue Mar 17, 2020 9:18 am
i has error who can help me?
We need more information, a picture of the error message perhaps?
Re: [MOD 0.18] ShinyBobGFX
Posted: Wed Jun 10, 2020 1:51 pm
by valneq
The 0.18.31 electric mining drill redesign broke ShinyBobGFX.
Code: Select all
30.189 Mods to disable:Fehler beim Laden der Mods: __ShinyBobGFX__/data-updates.lua:26: __ShinyBobGFX__/prototypes/mining-drills.lua:62: attempt to index field 'animations' (a nil value)
stack traceback:
__ShinyBobGFX__/prototypes/mining-drills.lua:62: in main chunk
[C]: in function 'require'
__ShinyBobGFX__/data-updates.lua:26: in main chunk
stack traceback:
[C]: in function 'require'
__ShinyBobGFX__/data-updates.lua:26: in main chunk
Mods, die deaktiviert werden müssen:
• ShinyBobGFX (0.18.3)
Re: [MOD 0.18] ShinyBobGFX
Posted: Wed Jun 10, 2020 3:05 pm
by Jemsterr
From the changelog for 0.18.31:
Changed mining drill graphics definitions. Graphics are now defined using working visualizations contained in graphics_set and wet_mining_graphics_set prototype properties. If graphics_set is not defined, old animations property will be loaded instead for limited backwards compatibility, but other old graphics properties will be ignored.
Don't know if this helps fix it, but that's what caused it.
Re: [MOD 0.18] ShinyBobGFX
Posted: Wed Jun 10, 2020 4:02 pm
by bobingabout
In short: "Completely redesigned the mining drill, and wrote new game logic just for the new mining drill graphics.
Re: [MOD 0.18] ShinyBobGFX
Posted: Wed Jun 10, 2020 4:06 pm
by Jemsterr
Still, no worries, right? I laughed out loud at your reply because I had just done a quick compare of the mining-drill.lua in the base mod, and the mining-drills.lua in the Shiny mod, and there's not much changed, apart from everything. Good luck.
Re: [MOD 0.18] ShinyBobGFX
Posted: Fri Jun 12, 2020 12:42 am
by Zombiee
Disabling colored mining drills = easy. Will try to look at actual fix this weekend.
Re: [MOD 0.18] ShinyBobGFX
Posted: Tue Jun 23, 2020 6:10 am
by alercah
ShinyIcons bug: with AB, repair pack 1 is moved to the Production tab, but the rest of them are left on the Angel's Industries tab.
EDIT: Also a bunch of stuff is left on the Angel's Vehicles tab which I think should be moved off? I could probably also make a list of other things I think should be shuffled around but I'll limit it to the obvious ones unless you'd like a full list.