[MOD 1.0+] Larger Lamps

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Deadlock989
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

This one was my fault. Dodgy pattern matching on big fuel values with a decimal point in them. Of course, if only fuel values weren't stored as a string with a whole smorgasbord of possible units but as an actual number that you can do maths with ...

Fixed, will upload later this evening.
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fishycat
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by fishycat »

At least it was an easy fix :mrgreen:

thanks a lot Deadlock, also for the nice mod

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by GodFire »

Deadlock989 wrote: ↑
Thu May 16, 2019 6:15 pm
GodFire wrote: ↑
Thu May 16, 2019 2:12 pm
For some reason the mod isn't loaded because the recipe for burning nuclear fuel takes no energy...
I'm unsure why that happens^^
Hi. Yeah, that error makes no sense to me. It is complaining about an exclamation mark character (!) on line 16 of one of my files. There is no exclamation mark on that line, or on any line in that file.

Why do you think it has something to do with nuclear fuel? There is nothing in the log about that.
Oh I'm so sorry. I was trying to fix it my self end send you the wrong log...

Anyways thanks for fixing it and thanks to the other guys for compensating for my error...

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Aonova »

Not sure if intended: the starting copper 2x2 light has only a one tile footprint. Graphical glitchiness due to being able to place things too close.

Also, suggestion: possibly add support for popular day-night length modifier mods to add multipliers to the fuel efficiency of early game lamp? e.g. ~1 coal per day regardless of real time when modded

Love the cozy glow in my extended burner modded games.

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Deadlock989
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

Aonova wrote: ↑
Fri May 17, 2019 8:49 am
Not sure if intended: the starting copper 2x2 light has only a one tile footprint. Graphical glitchiness due to being able to place things too close.
Can't reproduce this - it is set to be 2x2 and is always 2x2 in my mod set, won't overlap etc.

Code: Select all

selection_box = { {-1.0,-1.0}, {1.0,1.0} },
tile_width = 2,
tile_height = 2,
Also, suggestion: possibly add support for popular day-night length modifier mods to add multipliers to the fuel efficiency of early game lamp? e.g. ~1 coal per day regardless of real time when modded
Yes, I can look into that, I did think of it but just didn't get around to it.
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by GodFire »

Aonova wrote: ↑
Fri May 17, 2019 8:49 am
Not sure if intended: the starting copper 2x2 light has only a one tile footprint. Graphical glitchiness due to being able to place things too close.

Also, suggestion: possibly add support for popular day-night length modifier mods to add multipliers to the fuel efficiency of early game lamp? e.g. ~1 coal per day regardless of real time when modded

Love the cozy glow in my extended burner modded games.
Might you have installed squeak through or a similar mod?
It's the same for us and we just live with it^^
SqueakThrough is notorious for such effects.

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Deadlock989
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

Deadlock989 wrote: ↑
Fri May 17, 2019 8:59 am
Also, suggestion: possibly add support for popular day-night length modifier mods to add multipliers to the fuel efficiency of early game lamp? e.g. ~1 coal per day regardless of real time when modded
Yes, I can look into that, I did think of it but just didn't get around to it.
Had a quick look at this and it turns out to be more complex than you might think. Firstly, time-of-day has to be modified during runtime, so I would need to modify the "fake burner" recipes at runtime as well, and find some way of making sure that I catch any random change made by any random mod at any random time with any random method.

Secondly, several of the most popular daytime extender mods are using really odd methods. The one I could find with the most downloads is calling a function every tick, and I'm not touching that with a bargepole. Most of them are actually toggling daytime freeze on and off, so that "sun position" advances for N ticks, is frozen for 3xN ticks, advances for N ticks etc. etc. Seems likely this was the only way to do it when those mods were first written, but I can see much plainer and less hack-y functions in the API now to set ticks-per-day, dawn time, dusk time etc.

Finally, daytime length is dependent on surface - different "planets" can have different lengths of day - so I would have to figure out how to make the lamps and/or the fuel aware of which surface it was on.

TLDR: far more hassle than it's worth.
Last edited by Deadlock989 on Fri May 17, 2019 11:31 am, edited 2 times in total.
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Deadlock989
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

GodFire wrote: ↑
Fri May 17, 2019 10:48 am
Might you have installed squeak through or a similar mod?
It's the same for us and we just live with it^^
SqueakThrough is notorious for such effects.
Yeah, if some other mod is doing dodgy things to other mods' prototypes, there's not much I can do about it. The lamps have a small collision box already because "physically", they are barely bigger than 1x1, but they are sitting inside a full 2x2 selection box. Copper lamps are actually a furnace-type entity, so if some other mod is making mass assumptions about furnaces and shrinking collision boxes without actually checking if they actually need shrinking, it might explain the behaviour seen. These mods shouldn't really be making assumptions about entities they know nothing about.
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

Version: 1.2.3
Date: 17. 05. 2019
Changes:
- Added a check for Squeak Through and undo its breathtaking liberties if detected.
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Aoernis »

Hello,

I've sudently got a strange placement problem
As you can see the big lamp, is align like the small one =(
Lamp Alignement.PNG
Lamp Alignement.PNG (62.2 KiB) Viewed 4570 times
This is a new game with evrything updated.
Do you think this can come from one of my other mod ?
Mod-1.PNG
Mod-1.PNG (68.8 KiB) Viewed 4570 times
Mod2.PNG
Mod2.PNG (67.96 KiB) Viewed 4570 times
Mod-3.PNG
Mod-3.PNG (62.95 KiB) Viewed 4570 times
Mod-4.PNG
Mod-4.PNG (27.2 KiB) Viewed 4570 times
Thanks

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Deadlock989
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

Aoernis wrote: ↑
Sat May 18, 2019 1:17 pm
Do you think this can come from one of my other mod ?
Yes. It's not my setting, and it can't be coming from the base game, so it can only be some other mod. If you figure out which one, let me know.

Edited to add: made one more adjustment to try and stop other mods from pulling these stunts.
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Aoernis »

Hello again, i was about to post this
Edited to add: made one more adjustment to try and stop other mods from pulling these stunts.
Ok, i've started by making a good test.
I've disabled every other mode, relaunch the game (just to be shur) create a new game and ... Tada !
Lamp Alignement-2.PNG
Lamp Alignement-2.PNG (281.75 KiB) Viewed 4546 times
Mod-2-2.PNG
Mod-2-2.PNG (498 KiB) Viewed 4546 times
Then i've realised you just published an update, 3 hours ago and it fix the alignment problem.

Thanks =)

Ps: Also thank you a lot for Stacking Beltboxes and Crating Machine. Awesome mods =)

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

Aoernis wrote: ↑
Sat May 18, 2019 6:52 pm
Then i've realised you just published an update, 3 hours ago and it fix the alignment problem.
Good to know.
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Re: [MOD 0.17] Deadlock's Larger Lamps

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

Version: 1.2.5
Date: 01. 06. 2019
Changes:
- Added a lamp colours pass in data-final-fixes, so that other mods which add/change lamp colours are supported more generally (e.g. Six Bit Lamps).
- The optional dependency on Dectorio was removed because it is now covered by the above change.
- Squeak Through has been marked as incompatible. The special measures to fix its problems were removed. The incompatibility flag will be taken off once it stops breaking other mods.

If you must use Squeak Through then stay on version 1.2.4.
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by RipperGYD »

The latest version 1.2.5 does not support (Squeak Through (Latest version: 1.3.0)

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Deadlock989
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

RipperGYD wrote: ↑
Sat Jun 01, 2019 5:36 pm
The latest version 1.2.5 does not support (Squeak Through (Latest version: 1.3.0)
Correct. See above.
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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Cylindryk »

Well... easy choice.
Although I will be missing larger lamps. :/

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by YunoAloe »

Why mark it incompatible if it's just slightly glitchy? 1.2.4 works perfectly for me.

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Re: [MOD 0.17] Deadlock's Larger Lamps

Post by Deadlock989 »

YunoAloe wrote: ↑
Sun Jun 02, 2019 5:02 am
Why mark it incompatible if it's just slightly glitchy? 1.2.4 works perfectly for me.
Because Squeak Through has just one job and it does it badly. It disrespects other mods and makes extra work for other modders because of its carpet-bombing approach to collision boxes. You're free to use 1.2.4 or edit the incompatibility out of 1.2.5's info.json yourself. I will remove the incompatibility flag when Squeak Through stops shrinking collision boxes that didn't need to be shrunk in the first place and/or provides other mods with an opt-in function.
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