Advanced Fluid Handling


Valves have been removed due to the current engine limitations. *Check out “Configurable Valves” by Stringweasel for a very clever and convenient valve mod* --Adds I, L, T, and Cross underground pipe extensions. --Adds pipes to ground with I, L, T, and Cross shaped underground outputs that are able to be rotated independent of the above ground port. --Adds an Underground pump. CHECK HOTKEYS FOR MOD.

Content
16 days ago
0.16 - 2.0
40.2K
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b Mipmap bugs

3 years ago
 286.118 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-L-t1.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.118 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-L-t2.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.118 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-L-t3.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.118 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-cross-t1.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.118 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-cross-t2.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.119 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-cross-t3.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.119 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-i-t1.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.119 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-i-t2.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.119 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-i-t3.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.119 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-t-t1.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.120 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-t-t2.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.120 Warning! Sprite at {0,0; 32x32} from __underground-pipe-pack__/graphics/icons/underground-t-t3.png is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
 286.567 Sprites loaded
3 years ago

I don’t know what this is.

3 years ago

It says exactly what it is
xyz is defined with 4 mipmap levels, but level 1 is expected to be at {32,0; 16x16} which is out of bounds of the source image.
solution 1: fix the image, adding the missed mipmaps.
solution 2: fix the definition, remove the "icon_mipmaps" property.

3 years ago

You say this quite condescendingly. I never dealt with this and even now, my client doesn't do this, so I don't know why this is even happening or how you got to that state.

3 years ago

"condescendingly" lies in the eye of the beholder ;-)
I didn't say that you had to know that, only that the information was there.
I gave you 2 possible solutions and you are welcome to ask.
the log comes from the console window.

3 years ago

I’ll look at this icon mipmap thing. I’m honestly not sure what’s going on.

Also sorry. I have some rough things going on IRL and some medication I’m taking is bad enough I went to the ER shortly after that comment. Literally.

3 years ago

I wish you a speedy recovery.
Some investigation at your code:
- solution 1 works
- solution 2 works not, because icon_mipmaps is not defined in your code and should be 0 by default. strange
- try 3: adding icon_mipmaps = 1 does not work, what ist more strange. same message: xyz is defined with 4 mipmap levels
- try 4: changing the icon to 64x64: works w/o changing the code
so its seems the problem occurs only with 32x32 Icons, where always 4 mipmap leves are expected what should not be.
Some investigation at other mods:
- the same problem seems to exist
I suggest report the problem to Wube if it has not been done already.

3 years ago

I didn't mean for such a conversation here when I posted this, was just reporting those errors to the various mods that had them in the set I'm playing... ^.^;

For note, I play on low quality graphics, which isn't something a lot of modders test on, so they often get bugs in their texture mapping, which although an easy fix, definitely does occasional very odd things in the game for us low-quality graphics users like images suddenly appearing like 8 times the size they should be and so forth in game in some cases.

It's not a hard error, but it definitely causes occasional wtf looks from us on the server, lol. It's no biggie. ^.^
And yes, the errors come from the log file and stdout.

Hope you get to feeling better soon @staplergun! We love your mods, they are always absolute must-gets! :-)

3 years ago
(updated 3 years ago)

@kuxynator Great debugging there! Thanks! I've not seen it reported as of yet and I have not done so, so I'd highly suggest you to be the reporter since you know what's going on? :-)

3 years ago

Ohhhh, its funny you mention the low quality piece, because I have had issues before on the low quality end of things. I do use different graphics for most of the entities in my mod, which may contribute to the problem. I tried to do it to reduce VRAM and make it so it doesn't look like crap since the details would be lost anyways.

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