Search found 44 matches

by raspberrypuppies
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...
by raspberrypuppies
Tue Oct 11, 2022 2:24 am
Forum: Texture Packs
Topic: (removed)
Replies: 12
Views: 4360

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

(removed)
by raspberrypuppies
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...
by raspberrypuppies
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...
by raspberrypuppies
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...
by raspberrypuppies
Sat Oct 01, 2022 3:19 am
Forum: Texture Packs
Topic: (removed)
Replies: 12
Views: 4360

(removed)

(removed)
by raspberrypuppies
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
by raspberrypuppies
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
by raspberrypuppies
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
by raspberrypuppies
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...
by raspberrypuppies
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...
by raspberrypuppies
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...
by raspberrypuppies
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 ...
by raspberrypuppies
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 ...
by raspberrypuppies
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.
by raspberrypuppies
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?
by raspberrypuppies
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...
by raspberrypuppies
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.

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