Search found 27 matches
- Tue May 09, 2017 7:05 am
- Forum: Ideas and Requests For Mods
- Topic: Increase run speed
- Replies: 5
- Views: 35442
Re: Increase run speed
data.raw.player.player.running_speed = data.raw.player.player.running_speed*stsrun Heres a line from one of my personal mods, but anyway, it basically grabs the base speed and multiplies it by the container "stsrun" - which can be a number, i just have it down in a config with all my other...
- Tue May 09, 2017 6:36 am
- Forum: Modding help
- Topic: Energy consuming Weapons
- Replies: 9
- Views: 3285
Re: Energy consuming Weapons
Why not just make as someone said, a battery-type ammo? Perhaps you can script it so when it depletes it spawns a depleted battery cell in your inventory, you would have to "Charge" in an assembler-like machine? Unless you wanted to have it run from your power armour? Then my guess would b...
- Wed Sep 07, 2016 10:28 am
- Forum: Modding interface requests
- Topic: Multiple equipment grids
- Replies: 2
- Views: 2130
Re: Multiple equipment grids
hey, if you want something you should ask for it. no point being quiet. its not like it matters when they add it, now, next year. its just a mere suggestion. Just be polite and don't barrage them with requests over the same thing and don't complain if they don't add it. after all, its their game.
- Mon Sep 05, 2016 12:17 am
- Forum: Modding interface requests
- Topic: Multiple equipment grids
- Replies: 2
- Views: 2130
Multiple equipment grids
Pretty simple, allowing multiple equipment grids, not sure how easy that would be to implement but it could in my opinion be quite useful. For example, imagine if someone could make a equipment grid where only power generators can be placed instead of the regular grid, where only energy storage and ...
- Sat Sep 03, 2016 1:40 am
- Forum: Modding help
- Topic: Updating mods to .14
- Replies: 2
- Views: 1516
Re: Updating mods to .14
All equipment needs their grid type to be specified and likewise all modular armor needs their grid to be specified as a string referencing a grid object, like those found in equipmentgrid.lua
- Thu Sep 01, 2016 9:36 am
- Forum: Modding help
- Topic: movement_bonus into other equipment type?
- Replies: 11
- Views: 4212
Re: movement_bonus into other equipment type?
Why not make two items and have control.lua remove/add the other half, one being movement equipment and the other whatever you need? If you wanted to make it seamless you would need 3 items, though. A placement item, which gets converted into 2 items that look like one. Basically you would insert fo...
- Thu Sep 01, 2016 9:10 am
- Forum: Modding help
- Topic: Multiple equipment grids possible?
- Replies: 2
- Views: 1274
Multiple equipment grids possible?
I am wondering if it is even possible to add more then one equipment grid to armor, for example. I have tried personally to get it to allow me to use 2 grids with no success.
- Thu Aug 11, 2016 7:24 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] power properties on LuaItemPrototype
- Replies: 5
- Views: 2251
Re: [Request] power properties on LuaItemPrototype
As i said before, the energy used per 1 second (assumingly) is (energy_usage = "210kW") The time to produce would be assembler crafting speed (crafting_speed = 1.25) divided by the recipes craft time (energy_required = 3), default being 0.5 (i think) now, the total to craft an item from an...
- Tue Aug 09, 2016 2:01 pm
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 33275
Re: [MOD 0.13.15+] Surfaces 0.0.7
Hey, with some of the connected entities loaders do not work with them at all, is there any way to fix this?
For example if i build a warehouse, i can use loaders to input but not output from the underground version of it.
For example if i build a warehouse, i can use loaders to input but not output from the underground version of it.
- Tue Aug 09, 2016 1:15 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] power properties on LuaItemPrototype
- Replies: 5
- Views: 2251
Re: [Request] power properties on LuaItemPrototype
correct me if i am wrong but:
energy_usage = "200kW"
works whenever the item is in use and is independent of the crafting speed.
energy_usage = "200kW"
works whenever the item is in use and is independent of the crafting speed.
- Mon Aug 08, 2016 9:05 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 222338
Re: Uranium Power
New to the mod, encountering a crash when I insert 0.2% uranium pellets into the reactor. Error while running event on_tick (ID 0) __UraniumPower__/control.lua:354: attempt to index field '?' (a nil value) Which is this line: for assemblyType, count in pairs(chest.get_contents()) do reactorChestPot...
- Sat Aug 06, 2016 6:49 am
- Forum: Ideas and Suggestions
- Topic: [0.13] Add Loader into game (officially)
- Replies: 17
- Views: 17041
Re: [0.13] Add Loader into game (officially)
I just use circuit network to smart-control it. For furnace, what i do is i have two counters, one for iron, one for steel. (combinators with input/output the same, multiplied by one), connected to belts with only read enabled, on pulse mode. Then i have another combinator set to multiply the steel ...
- Fri Aug 05, 2016 5:08 pm
- Forum: Modding help
- Topic: Replacing base mod technologies and ammo dammage
- Replies: 4
- Views: 2050
Re: Replacing base mod technologies and ammo dammage
No, anything loaded before the particular mod in question, mods will load after their dependencies btw.Heliogenesis wrote:Thanks man, and if I use the data.raw is that only the base game stuff?
- Fri Aug 05, 2016 1:40 pm
- Forum: Implemented Suggestions
- Topic: Blueprint book deconstruction
- Replies: 3
- Views: 1626
Blueprint book deconstruction
Pretty basic idea, allow the blueprint book to also hold a deconstruction planner, this would allow players to have a single item to do anything robot related, basically.
- Thu Aug 04, 2016 9:58 pm
- Forum: Modding help
- Topic: Replacing base mod technologies and ammo dammage
- Replies: 4
- Views: 2050
Re: Replacing base mod technologies and ammo dammage
You can try removing them from the table data.raw["type"]["name"] or, in full, this should work: data.raw["technology"]["bullet-damage-1"] = nil data.raw["technology"]["bullet-damage-2"] = nil data.raw["technology"]["bullet-d...
- Thu Aug 04, 2016 12:33 pm
- Forum: Modding help
- Topic: [HELP] Edit the data of only one entity
- Replies: 6
- Views: 4744
Re: [HELP] Edit the data of only one entity
ShinyAfro thank you very much for the detailed explanation! Yes the data.json is a typo, it was pretty late over here when I wrote that post. Bit it's very thoughtful and nice to clear that up. After reading your post, everything makes a little more sense. But I still don't get why its not possible...
- Thu Aug 04, 2016 7:56 am
- Forum: Modding help
- Topic: [HELP] Edit the data of only one entity
- Replies: 6
- Views: 4744
Re: [HELP] Edit the data of only one entity
Its data.lua, probably a typo but i'd rather you getting called out then scratching your head for 30 minutes :P atleast to my knowledge anyhow. The info.json and migration files should pretty much be the only jsons. Control.lua are basically scripts, like if you place down a entity on a sand tile it...
- Tue Aug 02, 2016 9:14 pm
- Forum: Modding help
- Topic: Pathing Data for Rail Entities.
- Replies: 1
- Views: 954
Re: Pathing Data for Rail Entities.
The type usually has some information hard coded that is not in lua, i think its in one of the C languages and in no way modular. Not sure though.
- Mon Aug 01, 2016 2:23 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] High-friction surface covering for parking
- Replies: 5
- Views: 2171
Re: [Request] High-friction surface covering for parking
i made a copy of concrete that has a friction of 75, which seems to limit cars to 10km/h and tanks seem to be able to scoot around just fine, roughly the same speed as the car. I seem to be able to turn cars around just fine like so, but there's a config file anyhow where you can change the friction...
- Mon Aug 01, 2016 1:51 pm
- Forum: Modding help
- Topic: Input slots on electric furnaces
- Replies: 3
- Views: 2352
Re: Input slots on electric furnaces
Hrm, could that still not be done with regular furnaces? Say you had a belt, with a splitter one with iron ore the other with stone, set a circuit condition on the belts then swap inputs? alternatively, two filtered inserters for a per-furnace setup where you switch inserters. With steel it will be ...