Search found 44 matches
- Sun Oct 16, 2022 9:48 pm
- Forum: Fixed for 2.0
- Topic: [Klonan] Please add "Copy error message to clipboard" button to mod loading errors
- Replies: 5
- Views: 1590
[Klonan] Please add "Copy error message to clipboard" button to mod loading errors
When debugging mods or getting bug reports users you either have to retype the error message or take a screenshot of the error. This is a little annoying to work with. Can we have a "Copy error message to clipboard" button to make it easier to share? I know that it's also in the logs but t...
- Tue Oct 11, 2022 2:27 am
- Forum: Documentation Improvement Requests
- Topic: 2 TurretPrototype properties missing description
- Replies: 0
- Views: 156
2 TurretPrototype properties missing description
What do the turret's attack_from_start_frame and shoot_in_prepare_state properties do?
- Tue Oct 11, 2022 2:24 am
- Forum: Texture Packs
- Topic: (removed)
- Replies: 12
- Views: 4360
- Fri Oct 07, 2022 7:46 pm
- Forum: Won't fix.
- Topic: [1.1.69] Tooltips do not show source_effects AOE damage for fluid streams
- Replies: 4
- Views: 1583
Re: [1.1.69] Tooltips do not show source_effects AOE damage for fluid streams
My workaround that I posted breaks fluid streams in a novel way. The streams will spontaneously start & stop spawning particles if there is a target_effect with a repeat count of zero. The stream will still fire the initial particle every cooldown but all subsequent ones *might* not spawn. It se...
- Sun Oct 02, 2022 10:25 pm
- Forum: Won't fix.
- Topic: [1.1.69] Tooltips do not show source_effects AOE damage for fluid streams
- Replies: 4
- Views: 1583
Re: [1.1.69] Tooltips do not show source_effects AOE damage for fluid streams
I noticed that copy-pasting the source_effects into target_effects but adding repeat_count = 0 to it causes it to show up in the GUI but not actually do damage to entities. It looks like the GUI either ignores repeat_count or floors it to 1 action = { type = 'direct', action_delivery = { type = &quo...
- Sun Oct 02, 2022 10:12 pm
- Forum: Won't fix.
- Topic: [1.1.69] Tooltips do not show source_effects AOE damage for fluid streams
- Replies: 4
- Views: 1583
[1.1.69] Tooltips do not show source_effects AOE damage for fluid streams
I am making a custom fluid turret that does damage to things around the turret. The entity details on the right side do not show the damage even though show_in_tooltip is true/default. The turret does do damage even though it doesn't show up in the GUI. Putting the damage inside of target_effects sh...
- Sat Oct 01, 2022 3:19 am
- Forum: Texture Packs
- Topic: (removed)
- Replies: 12
- Views: 4360
(removed)
(removed)
- Thu Sep 29, 2022 10:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] update broke audio on windows
- Replies: 23
- Views: 5302
Re: [Donion] [1.1.62] update broke audio on windows
Here are my logs with no mods enabled
- Sun Sep 18, 2022 6:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.39] Can't Alt-Tab out during loading screen
- Replies: 3
- Views: 1529
Re: [0.16.39] Can't Alt-Tab out during loading screen
Still a problem on v 1.1.69
- Sun Sep 18, 2022 6:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [1.1.62] update broke audio on windows
- Replies: 23
- Views: 5302
Re: [Donion] [1.1.62] update broke audio on linux
I am also experiencing this on windows with v 1.1.69
Switching to allegro fixed it
Switching to allegro fixed it
- Wed Aug 24, 2022 2:42 am
- Forum: Modding interface requests
- Topic: CombatRobot::faces_nearest_enemy or similar
- Replies: 1
- Views: 759
Re: CombatRobot::faces_nearest_enemy or similar
+1 Even the vanilla defender bot looks weird if you look at it too closely
- Tue Aug 23, 2022 9:06 pm
- Forum: Modding interface requests
- Topic: Ability to set Combat Robot speed using LuaEntity.speed
- Replies: 0
- Views: 391
Ability to set Combat Robot speed using LuaEntity.speed
TLDR: Add 'combat-robot' to LuaEntity.speed's whitelist When combat robots spawn they slowly drift towards their Entity.orientation until they hit their leash radius. Normally, this means they slowly drift towards the right until the player moves around. The player's random motion + leash behavior c...
- Tue Aug 16, 2022 3:27 am
- Forum: Implemented for 2.0
- Topic: Linked pipes
- Replies: 16
- Views: 5157
Re: Linked pipes
+1 it would give a good way to bypass Factorio's weird fluid physics. I have over 1000 hours in the game and sometimes the arbitrary behavior and need for hundreds of chained pumps is a little too tedious. It would be cool to link all the assembly machines/pipes *directly* through a script. This wou...
- Mon Jul 25, 2022 8:51 pm
- Forum: Modding interface requests
- Topic: Please increase projectile "piercing damage" with ammo technology
- Replies: 2
- Views: 652
Re: Please increase projectile "piercing damage" with ammo technology
It's impossible to do using technologies (as far as I can tell). "ammo-damage" modifiers don't apply the upgrade as evidenced by the screenshot below. I only used Creative Mod to make it easy to toggle techs on and off. It looks like the runtime API mirrors the technology so I doubt it wou...
- Sun Jul 24, 2022 3:49 am
- Forum: Modding interface requests
- Topic: Please increase projectile "piercing damage" with ammo technology
- Replies: 2
- Views: 652
Please increase projectile "piercing damage" with ammo technology
Projectiles that do piercing damage do not scale their piercing damage with technology improvements. In vanilla, this means that basic tank shells are physically incapable of piercing two Big Biters regardless of how many technologies you've researched. This is unintuitive because each level of the ...
- Fri Jul 22, 2022 3:48 am
- Forum: Documentation Improvement Requests
- Topic: Setting Turret Muzzles
- Replies: 1
- Views: 307
Setting Turret Muzzles
Setting Turret Muzzles I'm working on a mod that adds many new types of turrets. One challenge has been figuring out how to set the turret's rotation and muzzle offset for the purposes of spawning projectiles, beams, streams, etc. It seems each type of turret uses a different set of properties and ...
- Wed May 04, 2022 4:31 am
- Forum: Ideas and Suggestions
- Topic: Highlight Last Train Ghost
- Replies: 12
- Views: 2531
Re: QOL: Use a different color for the last train car ghost
Making the whole ghost train change colors when it has enough room would also help new players understand train signal mechanics. It would be more clear that spamming train signals might be a bad idea.
So revised idea, make the train ghost yellow if it doesn't fit, white if it does.
So revised idea, make the train ghost yellow if it doesn't fit, white if it does.
- Wed May 04, 2022 1:04 am
- Forum: Ideas and Suggestions
- Topic: Highlight Last Train Ghost
- Replies: 12
- Views: 2531
Re: QOL: Use a different color for the last train car ghost
Numbering the train cars is a good idea. It might be hard to see at large zoom levels. How about making the whole ghost green if it fits?
- Tue May 03, 2022 4:45 am
- Forum: Ideas and Suggestions
- Topic: Highlight Last Train Ghost
- Replies: 12
- Views: 2531
QOL: Use a different color for the last train car ghost
TL;DR Use a different color or sprite for the last train ghost so we don't need to count when building tight intersections What ? My trains are six cars long. Without counting, is this space big enough? train_no_highlight.jpg If we highlight the last train car then you can tell at a glance that the...
- Tue May 26, 2020 1:12 am
- Forum: Modding help
- Topic: What does factorio do with unused sprites?
- Replies: 3
- Views: 735
Re: What does factorio do with unused sprites?
Thanks for the help! This should make my life a lot easier. I was dreading thinking about managing dozens of tiny mods.