Search found 11 matches
- Tue Jul 18, 2023 8:56 pm
- Forum: Modding help
- Topic: Is it possible to change the image you see when you check an item's inventory?
- Replies: 1
- Views: 378
Is it possible to change the image you see when you check an item's inventory?
Basically when you click an item that has inventory you get a window that shows your own character's inventory to the left and the item's inventory to the bottom right, as well as any progress going own which is the case for assemblers...etc., or the fuel consumption in case of a vehicle. but on top...
- Sun Jul 16, 2023 1:43 pm
- Forum: Modding help
- Topic: How to use .Insert if I already know the Unit_Number of the chest?
- Replies: 10
- Views: 986
Re: How to use .Insert if I already know the Unit_Number of the chest?
I tried using #global.my_table but it always returns the value Zero! There are gaps in the table (non-consecutive index numbers), so #global.my_table won't work, and neither will ipairs(global.my_table). You can use these safely if you know that your table will be indexed with consecutive numbers, ...
- Sun Jul 16, 2023 12:43 pm
- Forum: Modding help
- Topic: How to use .Insert if I already know the Unit_Number of the chest?
- Replies: 10
- Views: 986
Re: How to use .Insert if I already know the Unit_Number of the chest?
There's no built-in way do get an entity (the chest) from the unit number. What modders usually do is to store a reference to the entity in global. Something like function on_created(entity) global.my_chests[entity.unit_number] = entity end function insert_stuff(unit_number) local entity = global.m...
- Sat Jul 15, 2023 1:13 pm
- Forum: Modding help
- Topic: Teleport Inventory from chest to chest
- Replies: 1
- Views: 326
Teleport Inventory from chest to chest
So I want to "teleport" inventory from one chest to another, I have two questions: 1. Is there a way to actually teleport inventory? or should I use .insert in one chest and remove from the other? 2. I am trying out insert/remove and I'm able to use .insert in the destination chest but wha...
- Fri Jul 14, 2023 8:21 am
- Forum: Modding help
- Topic: How to use .Insert if I already know the Unit_Number of the chest?
- Replies: 10
- Views: 986
Re: How to use .Insert if I already know the Unit_Number of the chest?
Thanks, this is why I see mods using find_entity every time they want to reference that entity. Using find_entity, find_entities, and find_entities_filtered every time you want to reference an entity is bad practice: If you only have a unit_number, you don't know anything about the entity. However,...
- Fri Jul 14, 2023 7:22 am
- Forum: Modding help
- Topic: How to use .Insert if I already know the Unit_Number of the chest?
- Replies: 10
- Views: 986
Re: How to use .Insert if I already know the Unit_Number of the chest?
There's no built-in way do get an entity (the chest) from the unit number. What modders usually do is to store a reference to the entity in global. Something like function on_created(entity) global.my_chests[entity.unit_number] = entity end function insert_stuff(unit_number) local entity = global.m...
- Fri Jul 14, 2023 6:18 am
- Forum: Modding help
- Topic: How to use .Insert if I already know the Unit_Number of the chest?
- Replies: 10
- Views: 986
How to use .Insert if I already know the Unit_Number of the chest?
I'm new to LUA and modding, assume I already created a chest in a previous save and stored its unit_number in a table, now I want to use the unit_number as a reference to .insert stuff into the chest, how do I do that?
- Tue Sep 08, 2020 9:28 pm
- Forum: Gameplay Help
- Topic: Combinators Resulting in NULL Values
- Replies: 14
- Views: 2958
Re: Combinators Resulting in NULL Values
If your two signals result in zero, you can use a Decider Combinator with the condition Everything = 0 and output a different signal with a non zero value to indicate the zero result. If that's what you need. [Edit for clarity] But Null does not equal Zero, that's what I meant by "you can't ch...
- Tue Sep 08, 2020 8:31 pm
- Forum: Gameplay Help
- Topic: Combinators Resulting in NULL Values
- Replies: 14
- Views: 2958
Re: Combinators Resulting in NULL Values
I think the key is to approach it the opposite way. Make the Factory do something when there is a non-zero result, rather than when there is a zero result. Just as an example, the use of a negative Constant Combinator added to the (positive, by default) contents of some chests to determine when to ...
- Tue Sep 08, 2020 8:22 pm
- Forum: Gameplay Help
- Topic: Combinators Resulting in NULL Values
- Replies: 14
- Views: 2958
Re: Combinators Resulting in NULL Values
you get a null value but you can't use a combinator to check if the value is null!! and there doesn't seem to be a reasonable solution for it in game. can't you use decider combinator, with condition set as "everything = 0" => "output 1 red signal " ? for example Problem is the ...
- Tue Sep 08, 2020 7:59 pm
- Forum: Gameplay Help
- Topic: Combinators Resulting in NULL Values
- Replies: 14
- Views: 2958
Combinators Resulting in NULL Values
Hi, It seems to be a common issue with combinators that they give a NULL value as a result of their logic, I am building a base strongly dependent on combinators and the problem is sometimes crippling, you get a null value but you can't use a combinator to check if the value is null!! and there does...