Search found 40 matches
- Tue Jul 11, 2017 2:34 pm
- Forum: Modding help
- Topic: [RESOLVED] Unexpected Error Occurred...
- Replies: 8
- Views: 4200
Re: Unexpected Error Occurred...
I fixed the crash, it will show you proper error. Which in this case is: you have defined icons of your items as icon = "", which is not allowed. You need to set valid icon. Oh wow... Uehm, thanks for the help... I'm not entirely sure how i missed this, but you really helped me out here! ...
- Tue Jul 11, 2017 2:08 pm
- Forum: Modding help
- Topic: [RESOLVED] Unexpected Error Occurred...
- Replies: 8
- Views: 4200
Re: Unexpected Error Occurred...
Ehm, quick question, am i correct in saying that rolling back to a .14.23 version from a .15+ version bricks the 14?... Because i'm getting a "path not matching resource path pattern" error. The funny thing is that the lowest installation only bricks if i swap between .14 and .15 versions,...
- Tue Jul 11, 2017 12:58 pm
- Forum: Modding help
- Topic: [RESOLVED] Unexpected Error Occurred...
- Replies: 8
- Views: 4200
Re: Unexpected Error Occurred...
It's really strange it crashes for you. Does it crash consistently, every time you try to run it? When I try to run the game with your mod, I get an error 0.676 Error AtlasSystem.cpp:924: File not found:: __TTL__/graphics/entity/new-express/splitter/new-express-splitter-east.png First off, sorry fo...
- Tue Jul 11, 2017 9:54 am
- Forum: Modding help
- Topic: [RESOLVED] Unexpected Error Occurred...
- Replies: 8
- Views: 4200
Re: Unexpected Error Occurred...
So, probably completely irrelevant: I modded the base game to the absolute minimal extend. I swapped out the gui.png in the base mod, and deleted the "this is a freeplay game" notice. That's it though. :3 ^ Ignore This... Gonna test it on a stable build, see if it's the mod or the experim...
- Tue Jul 11, 2017 9:43 am
- Forum: Modding help
- Topic: [RESOLVED] Unexpected Error Occurred...
- Replies: 8
- Views: 4200
Re: Unexpected Error Occurred...
If you own the steam version you can download the drm free versions from factorio.com Ok, i.. i did not know that... :S Checking it out now. :D EDIT: Welp, as i said, i'm a fucking wizard when it comes to being stupid. I naturally always just assumed that the "download" button was for dem...
- Tue Jul 11, 2017 9:35 am
- Forum: Modding help
- Topic: [RESOLVED] Unexpected Error Occurred...
- Replies: 8
- Views: 4200
[RESOLVED] Unexpected Error Occurred...
Welp, i'm a fuckin wizard apparently. I've done it once more. I've managed to break the game in ways i'd before not known possible! ^^ It's like i have midas touch when it comes to factorio, only everything i touch turns into a giant, red, walking ERROR sign! :D So, i'm creating my second mod, after...
- Thu Jul 06, 2017 11:05 am
- Forum: Modding help
- Topic: [RESOLVED] Load Order (Always Load Mod Last)?...
- Replies: 4
- Views: 2077
Re: Load Order (Always Load Mod Last)?...
You can't touch data.raw after game load. One thing you can do is to make optional dependency if you find a mod that does things to late for you to update. Adding new item categories in final updates in normal mod would be strange so you should be able to safely reorder them there. Yeah, didn't thi...
- Wed Jul 05, 2017 9:56 pm
- Forum: Modding help
- Topic: [RESOLVED] Load Order (Always Load Mod Last)?...
- Replies: 4
- Views: 2077
Re: Load Order (Always Load Mod Last)?...
The First is http://lua-api.factorio.com/latest/Data-Lifecycle.html Well, this at least got me somewhere. I realized that the edits that were being overridden by another mod were in the updates instead of final-fixes, so i dumped everything in the latter, and it works properly, for as far as i've c...
- Wed Jul 05, 2017 6:15 pm
- Forum: Modding help
- Topic: [RESOLVED] Load Order (Always Load Mod Last)?...
- Replies: 4
- Views: 2077
[RESOLVED] Load Order (Always Load Mod Last)?...
Hi guys, Quick question, is there any way to always run a specific mod as last in the queue? (other than dependencies) Trying this because of compatibility reasons with category re-assignment. :3 If not, can i assign variable dependencies? Like: "If mod A is active, this mod depends on mod A......
- Mon Jul 03, 2017 12:34 pm
- Forum: Won't implement
- Topic: Adding craftable recipes directly to assembling-machines?...
- Replies: 2
- Views: 2566
Re: Adding craftable recipes directly to assembling-machines?...
Have you considered crafting category? You can define new ones just like defining new recipes. Every recipe can be a member of only 1 crafting category, but machines can have multiple categories assigned to them. Yeah, but that's kind of the issue here. If any other mod depends on the base category...
- Sun Jul 02, 2017 4:57 pm
- Forum: Modding help
- Topic: [Resolved] 0.15 not taking code line
- Replies: 2
- Views: 865
Re: 0.15 not taking code line
Ah, that's what changed.DaveMcW wrote:Code: Select all
table.insert(data.raw["assembling-machine"]["assembling-machine-1"]["crafting_categories"], "automatrius-assem_burner")
Thank you kindly sir! ^^
- Sun Jul 02, 2017 4:19 pm
- Forum: Won't implement
- Topic: Adding craftable recipes directly to assembling-machines?...
- Replies: 2
- Views: 2566
Adding craftable recipes directly to assembling-machines?...
So, I've been messing around with custom assembling machines lately. The main problem I'm having is that it is (to my limited knowledge) not possible to, without scripting workarounds, assign specific base mod recipes to assembling machines with the current system. I've seen function scripts that te...
- Sun Jul 02, 2017 10:49 am
- Forum: Modding help
- Topic: [Resolved] 0.15 not taking code line
- Replies: 2
- Views: 865
[Resolved] 0.15 not taking code line
Hey guys, Transferring my (unfinished) mod to 0.15, but the following line of code just stopped working: table.insert(data.raw["assembling-machine"]["assembling-machine-1"], {crafting_categories = "automatrius-assem_burner"}) EDIT: Same line for machine-2/3. I reassigne...
- Sat Jul 01, 2017 2:57 pm
- Forum: Modding help
- Topic: Adding recipes to a new category?...
- Replies: 9
- Views: 5131
Re: Adding recipes to a new category?...
I fixed that for the current released version of 0.15. Ok, wow, that's one problem off my chest... xD Thanks for the notice. Also, kinda off-topic but not: local crafting_cap = 0 for i, obj in pairs(data.raw["recipe"]) do if (crafting_categories[obj.category] or obj.category == "&quo...
- Fri Jun 30, 2017 5:47 pm
- Forum: Modding help
- Topic: General formatting help?...
- Replies: 2
- Views: 921
Re: General formatting help?...
EDIT: Holy mother of shit that is one long reply... In case of need to skip the ramblings and updates, at the bottom two boxes, from the "The "Kinda Works" Part:" to the bottom. Cheers. xD 2nd EDIT: So, turns out, like... "0" is not the same as nil. ... Uhm, so... Fixed...
- Fri Jun 30, 2017 9:50 am
- Forum: Modding help
- Topic: Adding recipes to a new category?...
- Replies: 9
- Views: 5131
Re: Adding recipes to a new category?...
Yeah, i figured that that would be the problem, with the recipe's rejecting a category. So i moved on the the latter part indeed, (although for some reason the game is still not taking it...). I wonder though, is there any way to simply list the recipe's themselves in an assembling machine? Or is th...
- Thu Jun 29, 2017 10:38 pm
- Forum: Modding help
- Topic: General formatting help?...
- Replies: 2
- Views: 921
General formatting help?...
Hi everyone, So i've been messing around with a few mods for a couple of days now, and i've kind of created a mod that works, but doesn't. (The entire code package is listed below.) The mod is an attempt to disable hand-crafting and force the player to use automation. For this, i have an already exi...
- Thu Jun 29, 2017 12:00 pm
- Forum: Modding help
- Topic: Adding recipes to a new category?...
- Replies: 9
- Views: 5131
Re: Adding recipes to a new category?...
Okay, so the general structure for recipes and their categories and such is a bit more clear to me now. However, the problem i'm having is i'm trying to create a new assembling machine that only produces a specific set of base mod items. The reason i want to add this functionality to the mod i'm cre...
- Wed Jun 28, 2017 11:34 pm
- Forum: Modding help
- Topic: Adding recipes to a new category?...
- Replies: 9
- Views: 5131
Re: Adding recipes to a new category?...
If no category is defined it defaults to "crafting". Since the majority of the base-game recipes fall into that category they just don't define it and use the default value. Thanks for the help! :) That would explain why the assembler showed the entire list of items without them having a ...
- Wed Jun 28, 2017 10:16 pm
- Forum: Modding help
- Topic: Adding recipes to a new category?...
- Replies: 9
- Views: 5131
Adding recipes to a new category?...
Hi guys, I'm currently changing a few things in a mod i downloaded, no hand crafting by Y.Petermann. I want to change the newly added "burner assembling-machine" to only be able to craft a specific set of items. How can i assign existing base mod recipes to a custom category? Do i literall...