#Yep
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Yes but you need to check the category on your equipment and your armor is correct
equpment used to work by doing the same as armour i belive
yea i have no clue to what category i have to set, check or change
well they just have to match
so check your equipment items in the ingame prototype explorer
and check the armor you want them to go in, in the ingame prototype explorer
and i used ther git page to match the 2 yet i see no diffrences
that's the equipment-category itself
Check your equipment ingame
and the armor ingame
category is dam missiong tho how
find your equipment prototype in that GUI
in this pic - click "equipment"
then click on your equipment that isn't working
and see what it says the categories is
Open the page for the armor itself too
is that not the second tab on that last image?
no
that's the EquipmentCategory
not the ArmorPrototype
The EquipmentCategory is the 'link' between EquipmentPrototype and ArmorPrototype
https://lua-api.factorio.com/latest/prototypes/EquipmentCategory.html but it doesn't really do anything by itself
still need the Armor itself
item
oh actually nvm
*The EquipmentCategory is the 'link' between EquipmentPrototype and EquipmentGridPrototype
You're right, the EquipmentGrid is what decides the equipment category, not the Armor
ok this all looks correct
then why i have this issue
what does the armor tooltip say when it lists which equipment can be used in it?
does it list yours?
no i want it as light as i can
in case you're wondering those gram kg tons etc are just numbers
so instead of writing weight = 5000 you can write weight = 5 * kg
you can just write weight = 10 or weight = 1
I would think that 2 relates to the rocket no as that is whast i have figured out on my own
yes this is related to the rocket launch capacities
Thnaks for clearifying that one i'll tweak this deeper as i go on
still back to the issue if we can?
but weight = 10 + gram is nonsensical. Either write just a number weight = 10 (which already means 10 grams), or weight = 10 * gram or weight = 10 * grams to make it clear to the reader that you mean/intend it to be 10 grams and not 10 something-else
no idea, it is very weird
the + or * as far I'm aware would increase the weight by the tiers
it's just maths
i know
can you show the ArmorPrototype actually, perhaps the armor is not correctly defined to use this specific equipment grid
I'll Tweak that more as i fix the mod. still can we find a solution to the equipemnt?
this grid is 100x100. The one you showed in the prototype explorer is 10x10. Make sure you are checking the correct grid-prototype/armor-prototype exactly.
nether of the tiers works so i don't see why that would be a problem yet if it even is one at all equipment
what you asked for is that already shown in one of the images already posted?
no
None of your images show the Armor item itself
Maybe it is just under "Item" in the prototype explorer
which has equipment categories containing armor
since that was the mk 1 too
and yet, it does not accept this equipment, which has category armor
yep
I am flummoxed
i can show in VC when you are not as busy
I've seen everything I need
and I've just realised what is wrong ๐
Renamed ItemPrototype::placed_as_equipment_result to place_as_equipment_result to match the runtime name.
You should read the changelog more carefully
Your equipment items aren't correctly defining the equipments that they create
So the equipments exist but there's no items that can be used to place them
like the mod worked fine in 1.1 so if nothing changed in 2.0 regarding this then it should of work i would believe
Things did change
You need to replace placed_as_equipment_result with place_as_equipment_result in all your code
Also you should read and do Step 7 of my guide - https://gist.github.com/tburrows13/687f7dc86da1840624575ba437e86cfa#7-clean-up-loose-ends
That would have flagged this up too
Since all your items would be defining placed_as_equipment_result and the game would log a warning saying something like
and then you'd think "huh, why isn't placed_as_equipment_result being used? I need it to be used. Let me check the changelog to see if it was renamed/removed"
Well follow step 7 and you'll probably pre-emptively fix some other bugs
Thanks for this a lot tho would you be able to guide me bit better when it comes to doing guide Remove hr_version as i I'm worried that i break some of the generative code structure that has the Mipmap integrated and HR
yea that is not as easy since my icon_mipmaps is 256, 4, tier
which is having the icon size too
huh?
oh
if Im not wrong tho
well you can just leave it as-is, it isn't harming anything
hr_version only applies to actual graphics, not icons
yeah, it warns but it doesn't actually matter
you could edit create_equipment_icon function to not set icon_mipmaps
yeah that's nothing to do with hr_version
no... not
that's the icon layers changes that I was just talking to Exfret about in #mod-dev-help
also - better to go back to that channel - then others can help too
still HR and mip
Please ask in #mod-dev-help
I'm not your designated helper
They don't/won't
thread discoverability is poor
and there's no point having a thread for disjointed things
if it is in a thread, and I am the only person in the thread, then I feel obligated to answer because no one else will see it, which I don't like