Search found 515 matches

by L0771
Sat Nov 15, 2014 8:03 am
Forum: Ideas and Requests For Mods
Topic: Idea: mod to allow planning layouts
Replies: 2
Views: 1877

Re: Idea: mod to allow planning layouts

Only with entities 1x1, 1x2, 1x3, 2x2, 2x3 and 3x3.
Maybe with collision_mask = {}
Saving every created entity and destroying entity where build something about that.

btw with constructor bots, you can build and destroy very fast, with Build ghost (shift + left mouse click default)
by L0771
Wed Nov 12, 2014 6:27 pm
Forum: Modding help
Topic: Adding light output to entities
Replies: 7
Views: 2836

Re: Adding light output to entities

That's really helpful, thanks you, i'll rewrite all the code again. Here you don't use remove? this is build = { nil, nil } ? or by defaul remove the array? local build = glob.build for i=1, #build do if build[i].drill.valid and event.entity.equals(build[i].drill) and build[i].light.valid then build...
by L0771
Tue Nov 11, 2014 5:18 pm
Forum: Modding help
Topic: Last Hit
Replies: 0
Views: 818

Last Hit

Hello, can someone help me with a function that returns me who killed a biter?
I just need to know if it was the player or not, is not important if it was a turret or who was
And which weapon is selected, is it possible?
by L0771
Tue Nov 11, 2014 1:53 pm
Forum: Modding help
Topic: Adding light output to entities
Replies: 7
Views: 2836

Re: Adding light output to entities

Thanks, I am using a similar code in my mod, it is helpful local toadd = 0 for k,v in ipairs(glob.build) if toadd == 0 and glob.build[k] == nil then toadd = k end end if toadd == 0 then toadd = #glob.build + 1 end local newlight = game.createentity{name="small-lamp", position = newdrill.po...
by L0771
Tue Nov 11, 2014 9:37 am
Forum: Modding help
Topic: Adding light output to entities
Replies: 7
Views: 2836

Re: Adding light output to entities

Hi, maybe with something like this http://i.imgur.com/Wxn1myz.jpg game.oninit(function() glob.build = {} end) game.onevent(defines.events.onbuiltentity, function(event) if event.createdentity.name == "burner-mining-drill" then local newdrill = event.createdentity local newlight = game.crea...
by L0771
Mon Nov 10, 2014 5:57 pm
Forum: Modding help
Topic: Prototype/Recipe, Types/table
Replies: 10
Views: 3387

Re: Prototype/Recipe, Types/table

conversion of data to type "unsigned int" failed
falta type

Code: Select all

      result = {
            {type = "item", name = "iron-nuggets", result_count = 9},
            {type = "item", name = "gold-nuggets", result_count = 1}
         }
by L0771
Sun Nov 09, 2014 9:50 am
Forum: Modding help
Topic: gui tables problems
Replies: 4
Views: 2114

gui tables problems

Hi, i have some problems making a mod (lots of problems Xd) On gui my problem is the alignment, i want all tables in a same height... I have this http://i.imgur.com/srFiL9Q.jpg and want something like this http://i.imgur.com/G6U3tqW.jpg http://i.imgur.com/0FFq4KP.jpg Or better () 8-) When i put a ta...
by L0771
Fri Nov 07, 2014 9:26 pm
Forum: Modding help
Topic: Experience mod
Replies: 5
Views: 2525

Re: Experience mod

These items are finished, but when i export with makefile , this file saved is out of mod files, you must copy save from "script-output/cursed/save.lua" to __Cursed Exp__/saves (and restart game ...), after all that, you can import to other map (i don't know how to automate this), but if y...
by L0771
Fri Nov 07, 2014 5:18 am
Forum: Modding help
Topic: Experience mod
Replies: 5
Views: 2525

Re: Experience mod

i can make a file and read this every start/load game, for next version :)
by L0771
Fri Nov 07, 2014 4:33 am
Forum: Modding help
Topic: Experience mod
Replies: 5
Views: 2525

Re: Experience mod

Version 0.0.2 actualiazada

but i still have the same problems
by L0771
Wed Nov 05, 2014 5:42 pm
Forum: Modding help
Topic: Experience mod
Replies: 5
Views: 2525

Experience mod

Yesterday I started making a mod and have some questions. ( started here ) 1. How can i take "mining_time" and "hardness" from this page ? game.onevent(defines.events.onpreplayermineditem, function(event) if (game.player.getinventory(defines.inventory.playertools).getitemcount(&q...
by L0771
Wed Nov 05, 2014 7:29 am
Forum: Ideas and Requests For Mods
Topic: Skill mod
Replies: 4
Views: 3129

Re: Skill mod

Thanks you.
I started creating an axe, all items mined with this axe, gives you experience, and only give bonus when you use this axe. Should do that...

Continued here
by L0771
Wed Nov 05, 2014 12:30 am
Forum: Ideas and Requests For Mods
Topic: Skill mod
Replies: 4
Views: 3129

Re: Skill mod

i don't know how to start :)
by L0771
Mon Nov 03, 2014 9:23 pm
Forum: Ideas and Requests For Mods
Topic: Skill mod
Replies: 4
Views: 3129

Skill mod

Hi, i'm thinking in a mod with experience. You have a level general, craft level, combat level, exploration level, constructor level, farmer level, destruction level (ideas...), and so on... Each one can buff a stat (life, crafting speed, attack damage, run speed...) or give you an active skill (shi...
by L0771
Mon Sep 08, 2014 5:25 pm
Forum: Mods
Topic: [discontinued][0.11.x - TreeFarm - Addon] AlienPlant
Replies: 45
Views: 58795

Re: [TreeFarm - Addon] AlienPlant

If you work with small alien artifact (from F-mod), in low proportion, maybe is more balanced, with low probability of get a small alien artifact, or maybe probability of lose some aliens artifacts...

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