so I got it to work now with 4 png files
I just had to change the order of the frames in each sheet as a final step,
since it loads all png files at once and puts them next to each other, then goes line by line, till it reaches the 64 frames I set for each direction.
Search found 20 matches
- Wed Sep 21, 2022 1:56 pm
- Forum: Modding help
- Topic: Turret raising_animation can't use several spritesheets
- Replies: 6
- Views: 1407
- Fri Sep 16, 2022 12:31 pm
- Forum: Modding help
- Topic: Turret raising_animation can't use several spritesheets
- Replies: 6
- Views: 1407
Re: Turret raising_animation can't use several spritesheets
Or you might be able to use stripes , which the base game mostly uses for entities with a lot more than 4 directions such as vehicles - I have never actually tried that with turrets myself, the most I have ever pushed the boat out for was an 8-direction turret with 16 raising/folding animations per...
- Fri Sep 16, 2022 12:19 pm
- Forum: Modding help
- Topic: Turret raising_animation can't use several spritesheets
- Replies: 6
- Views: 1407
Re: Turret raising_animation can't use several spritesheets
("sprites" is not a valid property - you are probably thinking of "stripes"). thanks lol! So I corrected my code, game is starting, it is again kind of working, just doing something weird with the sprite when the turret is raising. BUT at least it is loading now layers = { { -- ...
- Fri Sep 16, 2022 11:57 am
- Forum: Modding help
- Topic: Turret raising_animation can't use several spritesheets
- Replies: 6
- Views: 1407
Re: Turret raising_animation can't use several spritesheets
Are you really trying to make a raising animation with 128 frames per direction? If so that is ... a lot, especially with such large sprites. As a point of comparison, the base game uses 5 raising/folding frames for gun turrets and 15 for laser turrets. yes, but I couldn't make it accept 2 spritesh...
- Fri Sep 16, 2022 7:50 am
- Forum: Modding help
- Topic: Turret raising_animation can't use several spritesheets
- Replies: 6
- Views: 1407
Turret raising_animation can't use several spritesheets
Hi, I was trying to do a rather detailed raising animation for a turret with 2 spritesheets for each side, the sprite sheets have each 8x8 sprites ...I couldn't make it work, it always gave me a ROOT error(afaik), which confused me, because it worked for the attack animation... anyways I reduced it ...
- Sat Aug 13, 2022 6:24 pm
- Forum: Pending
- Topic: [1.1.61] Crash shooting moded beam-gun "double value not in range for fixed point number: nan"
- Replies: 1
- Views: 948
[1.1.61] Crash shooting moded beam-gun "double value not in range for fixed point number: nan"
When aiming on a specific spot below the feet of the character while shooting with space explorations teslarifle, the game will crash.
I tried it 3 times and it ended with the exact same error
I'll upload the savefile and the modsfolder aswell if needed
I tried it 3 times and it ended with the exact same error
I'll upload the savefile and the modsfolder aswell if needed
- Sat Sep 21, 2019 9:22 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.69] Factorio causes my screen to flicker, only turning monitor off and on fixes it
- Replies: 2
- Views: 4519
Re: [0.17.69] Factorio causes my screen to flicker, only turning monitor off and on fixes it
It even sais "...toggle this option if you experience graphical glitches..."
That fixed it, thanks
I feel stupid now
That fixed it, thanks
I feel stupid now
- Sat Sep 21, 2019 8:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.69] Factorio causes my screen to flicker, only turning monitor off and on fixes it
- Replies: 2
- Views: 4519
[0.17.69] Factorio causes my screen to flicker, only turning monitor off and on fixes it
Hi, when I start factorio my monitor starts flickering/"blinking"(blackscreen) I only have this issue with factorio, the flickering doesn't stop when alt tabbing or closing factorio, I have to turn my monitor off and on to make it stop. I didn't have this issue in 0.16.xx when I last playe...
- Sat Nov 10, 2018 10:33 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 361679
Re: [MOD 0.13.17+] Rampant - 0.16.34
Hi I had an issue with RAM usage in factorio, game was suddenly eating 13 GB of RAM in main menu. Thought it was normal since I have like 90 mods installed which are active Still after trying to figure out how my game suddenly eats so much RAM I tried removing mods to find the cause turns out it was...
- Sat Nov 10, 2018 9:26 am
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 18725
Re: [MOD 0.16.x] Will-o'-the-Wisps updated
It's definitely something with a ton of sprites - when loading game, it passes lua init with something like 3-4G iirc, but when it gets to loading sprites, quickly goes over 11G and segfaults due to lack of memory. Is there a way for me to see which mod causes this without the need to test "ev...
- Fri Nov 09, 2018 11:05 am
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 18725
Re: [MOD 0.16.x] Will-o'-the-Wisps updated
I think the biggest RAM eater is Alien Biomes
didn't really pay attention to that ._.
you could remove "lightorio", "minime", "Bot-Servicing", "actual craft time" and "Alien Biomes" since they're all later additions
didn't really pay attention to that ._.
you could remove "lightorio", "minime", "Bot-Servicing", "actual craft time" and "Alien Biomes" since they're all later additions
- Fri Nov 09, 2018 2:57 am
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 18725
Re: [MOD 0.16.x] Will-o'-the-Wisps updated
I did the command on both save games and got another error this time "Error while running event Will-o-the-Wisps_updated::on_tick (ID 0) __Will-o-the-Wisps_updated__/libs/zones.lua:150: attempt to index local 'chunk' (a nil value)" pretty close to the error which started this all, second o...
- Fri Nov 09, 2018 2:43 am
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 18725
Re: [MOD 0.16.x] Will-o'-the-Wisps updated
https://1drv.ms/u/s!AniVyk3veOIicVZw3pv8nMsRYcM uploaded save and modlist looks like it worked, this time I got another error "Error while running event Will-o-the-Wisps_updated::on_tick (ID 0) __Will-o-the-Wisps_updated__/libs/zones.lua:75: attempt to call field 'get_pollution' (a nil value)&q...
- Fri Nov 09, 2018 2:11 am
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 18725
Re: [MOD 0.16.x] Will-o'-the-Wisps updated
well nvm you said there were other people with the same error
currently uploading on onedrive, my inet is pretty slow should be done in 15 minutes ._.
- Fri Nov 09, 2018 1:53 am
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 18725
Re: [MOD 0.16.x] Will-o'-the-Wisps updated
interesting thing is, I still didnt have any crashes since I reinstalled your mod, so not sure what to make out of that I packed all mods and 2 saves together(latest main save(test 2) we use and one where it all started (test)) Save file where it all started uses less mods but both crashed before I ...
- Fri Nov 09, 2018 1:00 am
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 18725
Re: [MOD 0.16.x] Will-o'-the-Wisps updated
game eats 13GB in main menu and 16GB after loading savegame... so yeah
btw I tried it again and got the exact same error
btw I tried it again and got the exact same error
I'm currently at 170 hours on my mapdidn't cause a problem in a relatively early save test
- Thu Nov 08, 2018 11:44 pm
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 18725
Re: [MOD 0.16.x] Will-o'-the-Wisps updated
Hi, I replaced the mod with your "debug" one game didn't start, got an error at start up: https://imgur.com/a/8FWBsRL ...so I removed "-debug"(essentially same name as the replaced one) from it's name and it worked but using your "/wisp zone export" command gave me this...
- Thu Nov 08, 2018 10:27 am
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 18725
Re: [MOD 0.16.x] Will-o'-the-Wisps updated
thx for responding.
I can give you save & mod list if needed.
But there are like >80 mods I'm using....
I stopped getting those errors after I removed and added your wisp mod, currently 6 hours in without any problems.
I'll report if something like that happens again
I can give you save & mod list if needed.
But there are like >80 mods I'm using....
I stopped getting those errors after I removed and added your wisp mod, currently 6 hours in without any problems.
I'll report if something like that happens again
- Wed Nov 07, 2018 9:59 am
- Forum: Mods
- Topic: [MOD 1.1] Will-o'-the-Wisps updated
- Replies: 56
- Views: 18725
Re: [MOD 0.16.x] Will-o'-the-Wisps updated
Hi I really like this mod but my game keeps crashing to main menu with this error
"Error while running event Will-o-the-Wisps_updated::on_tick (ID 0)
__Will-o-the-Wisps_updated__/libs/zones.lua:143: attempt to index local 'chunk' (a nil value)"
"Error while running event Will-o-the-Wisps_updated::on_tick (ID 0)
__Will-o-the-Wisps_updated__/libs/zones.lua:143: attempt to index local 'chunk' (a nil value)"
- Sun Nov 04, 2018 4:28 pm
- Forum: Mods
- Topic: [MOD 0.16.36+] Rampant Arsenal
- Replies: 30
- Views: 38935
Re: [MOD 0.16.36+] Rampant Arsenal
Hi I just installed this mod and noticed an "oil based generator" which to me seem like something just to burn excess oil... just what I needed but I can turn that thing only in 2 directions which seems like a bug and you can't turn it at all once placed couldn't try out the other stuff ye...