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)
Search found 515 matches
- Sat Nov 15, 2014 8:03 am
- Forum: Ideas and Requests For Mods
- Topic: Idea: mod to allow planning layouts
- Replies: 2
- Views: 1877
- 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...
- 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?
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?
- 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...
- 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...
- Mon Nov 10, 2014 5:57 pm
- Forum: Modding help
- Topic: Prototype/Recipe, Types/table
- Replies: 10
- Views: 3387
Re: Prototype/Recipe, Types/table
falta typeconversion of data to type "unsigned int" failed
Code: Select all
result = {
{type = "item", name = "iron-nuggets", result_count = 9},
{type = "item", name = "gold-nuggets", result_count = 1}
}
- 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...
- 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...
- 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
- 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
but i still have the same problems
- 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...
- 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
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
- 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
- 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...
- 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...