[0.15.7+] The given sprite rectangle. mod list inaccurate.
Posted: Sun May 07, 2017 2:55 am
The change listed here 46437 indicated that mods that do not meet the requirements of that change will now throw an "error loading mods" screen with the option to disable them.
This is all find and well but even if a mod does NOT use sprites it can still appear in that list to be disabled.
To replicate this do the following:
color-coding and research-queue are only needed to trigger the error loading mods screen. As these two mods were the main ones that ultimately lead to the breaking change in 0.15.7.
If that button style really is "bad" please do tell because I haven't the foggiest. Trying to update FactorioMaps to comply with the 0.15.7 breaking change and found this snippet to be the one preventing me from doing so.
This is all find and well but even if a mod does NOT use sprites it can still appear in that list to be disabled.
To replicate this do the following:
color-coding and research-queue are only needed to trigger the error loading mods screen. As these two mods were the main ones that ultimately lead to the breaking change in 0.15.7.

- Install Factorio 0.15.7+
- Install color-coding_1.15.1.zip
- Install research-queue_1.5.1.zip
- Install Broken_0.0.1.zip (attached to this post)
- Launch Factorio. See that the "Broken" mod is in the list.
screenshot of error
This is literally the entire contents of the mod. It doesn't even do anything with images yet it is appearing in that list! For bad sprites. O_o
Code: Select all
data.raw["gui-style"].default["broken_button_style"] = {
type = "button_style",
parent = "button_style",
top_padding = 1,
right_padding = 5,
bottom_padding = 1,
left_padding = 5,
left_click_sound = {{
filename = "__core__/sound/gui-click.ogg",
volume = 1
}}
}