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mod-defined utility-sprite not recognized
Posted: Sun Nov 29, 2020 10:35 pm
by ixu
In data.lua:
Code: Select all
data.raw["utility-sprites"].default.factorio =
{
filename = "__core__/graphics/factorio-icon.png",
priority = "medium",
size = 64,
scale = 0.5,
flags = {"icon"}
}
I want to use that sprite in some gui-field as caption:
Code: Select all
myframe.caption = "[img=utility/factorio]"
But it only shows "[ img=utility/factorio ]" (without the spaces) instead of the factorio-icon
Re: mod-defined utility-sprite not recognized
Posted: Sun Nov 29, 2020 11:26 pm
by Deadlock989
You can't add new utility sprites. You can only change existing ones.
But you can just create a new sprite prototype and then use it in rich text.
Code: Select all
{
type = "sprite",
name = "fuel-icon-red",
filename = "whatever",
priority = "extra-high",
width = 64,
height = 64,
mipmap_count = 4,
}
Re: mod-defined utility-sprite not recognized
Posted: Mon Nov 30, 2020 12:36 am
by ixu
Thanks.
But I did not found this fact in the documentation or the wiki. Should be updated there.
Re: mod-defined utility-sprite not recognized
Posted: Mon Nov 30, 2020 12:39 am
by Deadlock989
ixu wrote: Mon Nov 30, 2020 12:36 am
Thanks.
But I did not found this fact in the documentation or the wiki. Should be updated there.
Anyone can become a wiki contributor.
Re: mod-defined utility-sprite not recognized
Posted: Mon Nov 30, 2020 12:54 am
by ixu
Sure, I will do this tomorrow. But the Factorio-docu needs update too:
https://lua-api.factorio.com/latest/Con ... SpritePath
Re: mod-defined utility-sprite not recognized
Posted: Mon Nov 30, 2020 1:44 am
by Deadlock989
No, it says so. If it makes you feel better, I also missed it the first time I did this kind of thing. But it's right there.

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