Search found 44 matches

by raspberrypuppies
Sat Feb 17, 2024 6:50 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on load
Replies: 1
Views: 670

[boskid][1.1.104] "Set Requests" circuits on requester chests break when the chest changes forces, but come back on load

Problem: Requester chests lose their "set requests" ability IF its set by a circuit condition AND the chest changes forces. They regain it when reloading the save file (possible desync bug). I noticed this when trying to use set requests using my rp_steam_roboports mod + SE. The requester...
by raspberrypuppies
Sat Jul 29, 2023 4:52 am
Forum: Modding interface requests
Topic: [1.1.28] No pollution from Heat Energy Source
Replies: 3
Views: 1323

Re: [1.1.28] No pollution from Heat Energy Source

I think this is also true for heat-based crafting machines. The pollution will show up in tooltips but not in-game.
by raspberrypuppies
Sat Jul 29, 2023 3:13 am
Forum: Won't implement
Topic: Setting a logistic chest active to false should make the logistic network ignore the chest
Replies: 2
Views: 1427

Re: Setting a logistic chest active to false should make the logistic network ignore the chest

They are turned off when they are marked for deconstruction. Requesters cancel their requests and providers cancel their pickups. Could it simulate the mark-for-deconstruction behavior?
by raspberrypuppies
Sun Jul 09, 2023 5:57 pm
Forum: Mod portal Discussion
Topic: Mod Portal: highlighted mods should not show the same category twice
Replies: 1
Views: 660

Mod Portal: highlighted mods should not show the same category twice

The mod portal's highlighted mods for 2023-07-03 until 2023-07-09 showed the cheats category twice. This feels a little redundant. Can you limit each category to only showing up once per week?
by raspberrypuppies
Wed Apr 05, 2023 7:01 pm
Forum: Implemented for 2.0
Topic: Linked pipes
Replies: 16
Views: 5588

Re: Linked pipes

Thank you! Now I have another reason to be excited for the expansion.
by raspberrypuppies
Wed Apr 05, 2023 2:13 am
Forum: Bug Reports
Topic: [1.1.76] Modded - Renders invalid textures and crashes on shutdown
Replies: 4
Views: 1131

Re: [1.1.76] Modded - Renders invalid textures and crashes on shutdown

the "dice" property was definitely the worst offender. Turning that off stopped the crashes and most of the graphics glitches. After I removed that, I tried testing each layer individually and then tried turning them on in different permutations. I was able to find one where textures still...
by raspberrypuppies
Tue Apr 04, 2023 6:08 pm
Forum: Bug Reports
Topic: [1.1.76] Modded - Renders invalid textures and crashes on shutdown
Replies: 4
Views: 1131

Re: [1.1.76] Modded - Renders invalid textures and crashes on shutdown

Oh, I thought dice meant pick a random sprite, not slice a sprite. I'll check what it does with that turned off this evening.

Can you update the prototype docs to say that? There's no comments at all about what dice does.

https://wiki.factorio.com/Types/Animation#dice_x
by raspberrypuppies
Tue Apr 04, 2023 5:03 am
Forum: Bug Reports
Topic: [1.1.76] Modded - Renders invalid textures and crashes on shutdown
Replies: 4
Views: 1131

Re: [1.1.76] Modded - Renders invalid textures and crashes on shutdown

I keep getting "HTTP ERROR" when uploading attachments.

Here's a link to download the mod, save game, and logs

https://drive.google.com/drive/folders/ ... sp=sharing
by raspberrypuppies
Tue Apr 04, 2023 5:00 am
Forum: Bug Reports
Topic: [1.1.76] Modded - Renders invalid textures and crashes on shutdown
Replies: 4
Views: 1131

[1.1.76] Modded - Renders invalid textures and crashes on shutdown

I'm using a fire entity prototype with multiple layers for the picture. One layer is a standard animation, the other two are a single frame from a different animation repeated. The the animations with the repeated frame seems to render unallocated textures/random stuff in the atlas. layer #1, a sing...
by raspberrypuppies
Sun Mar 12, 2023 9:11 pm
Forum: Texture Packs
Topic: (removed)
Replies: 12
Views: 4730

Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)

That works perfectly with zero fuss for the little pilot light sprite on fluid turrets. I wonder what other ones the standard ortho formula works well for.
by raspberrypuppies
Sun Mar 12, 2023 8:16 pm
Forum: Texture Packs
Topic: (removed)
Replies: 12
Views: 4730

Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)

This snippet from "Factorio\data\base\prototypes\entity\fire.lua" looks promising. It translates 3D model coordinates to Factorio2D ones to place the little pilot light on flamethrower turrets. It translates a 3D point for all rotations across multiple animation frames to 2D points. for r ...
by raspberrypuppies
Sun Mar 12, 2023 4:47 pm
Forum: Texture Packs
Topic: (removed)
Replies: 12
Views: 4730

Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)

Thank you for those links. They're very enlightening. I had no idea that rotations were processed non-linearly. I had noticed that I could get my formulas to be accurate near the cardinal directions but never inbetween. I bet the non linear math is what threw me off. I'll play around with those form...
by raspberrypuppies
Sun Mar 12, 2023 3:31 am
Forum: Documentation Improvement Requests
Topic: Please add docs about `fire` prototypes
Replies: 1
Views: 1180

Please add docs about `fire` prototypes

The `fire` prototype is used for both spitter puddles and fires. It has a number of properties for merging fires, adding fuel to fires, secondary animations, and a mysterious `uses_alternative_behavior` flag. The documentation for these is sparse and I'd like to avoid hours and hours of guess and c...
by raspberrypuppies
Sat Mar 11, 2023 7:23 pm
Forum: Texture Packs
Topic: (removed)
Replies: 12
Views: 4730

Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)

It's reassuring that you had trouble with it too. The trigonometry struggles are real. It took me a while to figure out how to translate a 3D point in the model, to a 2D orthographic sprite coordinate, and finally to a 2D Factorio coordinate. One of the oddities is how the turret's barrel basically ...
by raspberrypuppies
Wed Mar 01, 2023 5:57 am
Forum: Texture Packs
Topic: (removed)
Replies: 12
Views: 4730

Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)

It would be an honor to have you make a mod with them. I have had three main challenges: 1. Every single entity uses a different magic formula for calculating the muzzle offsets. It is not just that each AttackParameters works (drastically) differently. There are even differences between turret type...
by raspberrypuppies
Sun Feb 26, 2023 6:19 am
Forum: Texture Packs
Topic: (removed)
Replies: 12
Views: 4730

Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)

(removed)
by raspberrypuppies
Tue Oct 25, 2022 1:58 am
Forum: Texture Packs
Topic: (removed)
Replies: 12
Views: 4730

Re: [Assets] Many Turret Assets Available for Your Mods (RP Art)

(removed)
by raspberrypuppies
Tue Oct 18, 2022 6:44 pm
Forum: Documentation Improvement Requests
Topic: Lighting and material setups used to render entities?
Replies: 0
Views: 221

Lighting and material setups used to render entities?

Can you document the lighting and material setups you use to render entities? It's hard to match it exactly by eyeballing.

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