Modding errors

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Vulcan
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Modding errors

Post by Vulcan »

Modding error
Postby Vulcan » Tue Aug 05, 2014 4:23 pm

Sprite outside of
"__F-mod__/resources/technology/icon/icon_tank_tec.png" (at 64, 64, size 0x0 of 0x0

I have been making a tank into the f-mod because it is developed from the turret car in F-mod. What does this error mean?

On the subject of modding gone wrong, I cannot find the problem in my mod for a fusion reactor after getting the error 'Appdata/roaming/factorio/mods/FusionReactor/'prototypes/entity.lua:1: unexpected symbol near '{' '
I would be grateful for any assistance.
{
type = "generator",
name = "fusion-reactor",
icon = "__FusionReactor__/graphics/fusion-reactor-tech.png",
flags = {"placeable-neutral","player-creation"},
minable = {mining_time = 1, result = "oil-refinery"},
max_health = 1000,
corpse = "big-remnants",
collision_box = {{-2.4, -2.4}, {2.4, 2.4}},
selection_box = {{-2.5, -2.5}, {2.5, 2.5}},
effectivity = 1,
fluid_usage_per_tick = 0.5,
energy_source =
{
{
type = "electric",
usage_priority = "primary-output"
}
},
animation =
{
north =
{
filename = "__FusionReactor__/graphics/fusion-reactor.png",
frame_width = 337,
frame_height = 255,
frame_count = 1,
shift = {2.515625, 0.484375}
},
east =
{
filename = "__FusionReactor__/graphics/fusion-reactor.png",
x = 337,
frame_width = 337,
frame_height = 255,
frame_count = 1,
shift = {2.515625, 0.484375}
},
south =
{
filename = "__FusionReactor__/graphics/fusion-reactor.png",
x = 674,
frame_width = 337,
frame_height = 255,
frame_count = 1,
shift = {2.515625, 0.484375}
},
west =
{
filename = "__FusionReactor__/graphics/fusion-reactor.png",
x = 1011,
frame_width = 337,
frame_height = 255,
frame_count = 1,
shift = {2.515625, 0.484375}
}
},
working_visualisations =
{
{
north_position = {1.03125, -1.55},
east_position = {-1.65625, -1.3},
south_position = {-1.875, -2.0},
west_position = {1.8437, -1.2},
light = {intensity = 0.4, size = 6}
}
},
fluid_boxes =
{
{
production_type = "input",
pipe_covers = pipecoverspictures(),
base_area = 10,
base_level = -1,
pipe_connections = {{ type="input", position = {-1, 3} }}
},
{
production_type = "input",
pipe_covers = pipecoverspictures(),
base_area = 10,
base_level = -1,
pipe_connections = {{ type="input", position = {1, 3} }}
},
},
pipe_covers = pipecoverspictures()
}
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FreeER
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Re: Modding errors

Post by FreeER »

Vulcan wrote:size 0x0 of 0x0
This means that the image was not found. Check the path and names (including capitalization on a case sensitive OS).
In general "Sprite outside of" errors mean that the actual image is smaller than the size specified in the prototype definition.
Vulcan wrote:'Appdata/roaming/factorio/mods/FusionReactor/'prototypes/entity.lua:1: unexpected symbol near '{' '
This, is a standard lua syntax error, and would mean that on the first line of that file it found something that doesn't make sense (near an opening '{'). Now I don't see anything in what you posted that seems wrong but if that wasn't the full file exactly then...
drs9999
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Re: Modding errors

Post by drs9999 »

Vulcan wrote:Sprite outside of
"__F-mod__/resources/technology/icon/icon_tank_tec.png" (at 64, 64, size 0x0 of 0x0
Could it be that you forgot the "h" in icon_tank_tech.png?
FreeER wrote:
Vulcan wrote:'Appdata/roaming/factorio/mods/FusionReactor/'prototypes/entity.lua:1: unexpected symbol near '{' '
This, is a standard lua syntax error, and would mean that on the first line of that file it found something that doesn't make sense (near an opening '{'). Now I don't see anything in what you posted that seems wrong but if that wasn't the full file exactly then...
Because it directly points to the first line: Do you forgot to add the

Code: Select all

data:extend({
YourPrototypeDefinition(s) here
})
?
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FreeER
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Re: Modding errors

Post by FreeER »

drs9999 wrote:Could it be that you forgot the "h" in icon_tank_tech.png?
Or that the icon isn't in the F-Mod directory but in Vulcan's mod instead. There are numerous ways to misspell names and paths (especially if capitalization matters), and occasionally they are done intentionally to prevent name collisions, so I didn't bother making suggestions as to what the exact error might be :)
drs9999 wrote:Do you forgot to add the

Code: Select all

    data:extend({
    YourPrototypeDefinition(s) here
    })
I thought about mentioning that, but it wouldn't cause a Lua syntax error, without data:extend it's simply an anonymous table that serves no purpose (since it wouldn't be added to Factorio's list of data prototypes to load) so I was assuming it wasn't the full file (and of course if it's not the full file there's no real way to know what the error is, though a data:extend error would be the logical assumption).
Vulcan
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Re: Modding errors

Post by Vulcan »

Thanks FreeER and drs9999, I had forgotten data:extend({. However I have now been plagued by another error:
error while loading prototype "fusion-reactor": no such node (horizontal_animation)
I have no animation and this node is not mentioned in the prototype, how can I get rid of this?

Thanks again,
Vulcan
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FreeER
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Re: Modding errors

Post by FreeER »

Vulcan wrote:error while loading prototype "fusion-reactor": no such node (horizontal_animation)
"no such node" mean that Factorio needs that property (node) to exist for the type. You'll need to add it, if you want it to be a sprite you can just set the frame_count and line_length to 1 in the animation definition. You'll also need a vertical_animation as well...

When you get these errors it's usually best to look in the base prototypes to see exactly what the property/node is. You can try looking at the wiki Prototype Definitions but they're not complete and could potentially be out of date in a few places. I tried to get the needed properties, and types, for the missing prototypes and uploaded them here (the attached zip in the second post) but it's not exactly friendly...
the information for the generator for example is

Code: Select all

Generator
    energy_source = Energy_Source (Electric only)
    fluid_box = Fluid Box
    horizontal_animation = Animation
    vertical_animation = Animation
    smoke = Smoke
    -- animation runs at least this fast (also corresponds to sound)
    min_perceived_performance = d(0.25)
    -- Performance / minPerceivedPerformance * performanceToSoundSpeedup gives activity value
    performance_to_sound_speedup = d(0.5)
    effectivity = double
    fluid_usage_per_tick = double
the animation 'type' is already on the wiki here, so it's not defined in the generator file (or a separate one).
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