Search found 62 matches
- Tue Jun 13, 2023 2:40 pm
- Forum: Modding help
- Topic: Science Overhaul Mod
- Replies: 2
- Views: 925
Re: Science Overhaul Mod
we are struggling to achieve one of the main feature, chip recycling. We wanted to give the chance to the player to have a small chance to re-obtain the used chip. on_research_finished will let you know when a research finishes, and then you can roll random to see if a chip is going to be returned,...
- Fri May 26, 2023 7:14 pm
- Forum: Modding help
- Topic: entity.minable.results = random?
- Replies: 8
- Views: 1747
Re: entity.minable.results = random?
The second part is run in response to on_entity_mined. I was looking for that in the search box and did not find it ... to compare with on_pre_player_mined_item ...and I thought there was one for the bots too. I am probably confused :lol: Does on_entity_mined get called before the entity is removed...
- Fri May 26, 2023 4:19 pm
- Forum: Modding help
- Topic: entity.minable.results = random?
- Replies: 8
- Views: 1747
Re: entity.minable.results = random?
...the more you know.... Because factorio already works this way: "You can specify result OR results" Maybe a better plan going forward is not to add a boolean but to add a new loot option, if you do not specify result and you do not specify results, then specify "oneOf" or somet...
- Fri May 26, 2023 3:16 pm
- Forum: Modding help
- Topic: entity.minable.results = random?
- Replies: 8
- Views: 1747
Re: entity.minable.results = random?
A setting on recipes to only output 1 item suggests exactly this. This thread is basically people asking for the same thing (with no results) The peak of this mountain to overcome is that it is too easy to get no loot. With the probabilities set low, for multiple result options, tests show that you...
- Fri May 26, 2023 3:42 am
- Forum: Modding help
- Topic: entity.minable.results = random?
- Replies: 8
- Views: 1747
Re: entity.minable.results = random?
Thanks, that will work just fine. I will do that. On another note, I assumed the thing I wanted was the default behavior for the probability based on the way uranium processing is set up: results = { { name = "uranium-235", probability = 0.007, amount = 1 }, { name = "uranium-238"...
- Thu May 25, 2023 7:50 pm
- Forum: Modding help
- Topic: entity.minable.results = random?
- Replies: 8
- Views: 1747
entity.minable.results = random?
TLDR: myEntity.minable.results = randomLoot(myEntity.lootList or {name="raw-fish", amounnt=1}) I want to add a variety of fish but do not see the need to create a bunch of different dark blobs in the water. My plan was to randomize the results: myEntity["minable"] = { mining_time...
- Sat May 13, 2023 1:03 am
- Forum: Modding help
- Topic: Control tanks/character/cars without player
- Replies: 4
- Views: 1138
Re: Control tanks/character/cars without player
There are a few mods called "Mining Drones" or something similar that uses character like entities to mine ore by hand the way a player does. There might be some useful code in one of those mods
- Thu May 11, 2023 5:36 pm
- Forum: Modding help
- Topic: Place entity on the water edge
- Replies: 10
- Views: 1927
Re: Place entity on the water edge
With my recent experience I now understand that is what the first reply said to do also.... I just didnt get it then
I should have it now, thanks to both of you
I should have it now, thanks to both of you
- Thu May 11, 2023 4:05 pm
- Forum: Modding help
- Topic: New 'fish' breeds can not be landfilled
- Replies: 2
- Views: 672
- Thu May 11, 2023 3:12 pm
- Forum: Modding help
- Topic: New 'fish' breeds can not be landfilled
- Replies: 2
- Views: 672
New 'fish' breeds can not be landfilled
I am adding various fish species to the waters by copying the default fish enitty, changing the name, and giving it a new autoplace. Everything seems fine except that landfill will not cover up the new fish types in the water. Instead the fish blocks the landfill (turning it red on the cursor) or bl...
- Thu May 11, 2023 3:04 pm
- Forum: Modding help
- Topic: Place entity on the water edge
- Replies: 10
- Views: 1927
Re: Place entity on the water edge
Thanks for the links. Especially hiding the pipe connections. I am not sure I am following your suggestion... are you suggesting I copy the pump, hide the connections, and change the graphic?... but keep the pump? (This is the way I had imagined it in the beginning but that seems to have been pushed...
- Wed May 10, 2023 5:56 pm
- Forum: Modding help
- Topic: Place entity on the water edge
- Replies: 10
- Views: 1927
Re: Place entity on the water edge
Please provide any details you can, I have not solved this issue yet. Still don't quite have my head around the bigger picture. Ultimately I am trying to build 3 different buildings at the water edge, that can replace one another. 3 types of fish traps. They really need to snap to the water edge lik...
- Fri May 05, 2023 12:20 am
- Forum: Modding help
- Topic: Equipment Grid Icon Sizing
- Replies: 0
- Views: 468
Equipment Grid Icon Sizing
I made an equipment grid that is sized 12x8 Going by the fusion reactor's HR picture, 256x256, takes up 4x4 in the grid and fits nice... I can not seem to make an image fill the 12x8 equipment grid. When the ratio is equal compared to the fusion reactor, I get a border on both sides and a smaller im...
- Thu May 04, 2023 3:58 pm
- Forum: Modding help
- Topic: Hand Mining Achievement
- Replies: 2
- Views: 837
Re: Hand Mining Achievement
Yes thank you very much.
with on_player_mined_item and on_pre_player_mined_item to detect when the player mines a fish/ore/etc
This works the way I wanted ty
with on_player_mined_item and on_pre_player_mined_item to detect when the player mines a fish/ore/etc
This works the way I wanted ty
- Wed May 03, 2023 6:33 pm
- Forum: Modding help
- Topic: Hand Mining Achievement
- Replies: 2
- Views: 837
Hand Mining Achievement
I am trying to make an achievement for catching fish. Then I noticed there seems to be no way to trigger an achievement for hand mining or hand crafting (only disable for hand crafting) Please tell me I am missing something. Is there a way to trigger an achievement for hand mining fish or ore? ..or ...
- Sun Apr 30, 2023 2:02 am
- Forum: Modding help
- Topic: Healing Over Time
- Replies: 15
- Views: 3247
- Sun Apr 30, 2023 2:00 am
- Forum: Modding help
- Topic: Healing Over Time
- Replies: 15
- Views: 3247
Re: Healing Over Time
You could use "script" instead of "sticker". That is the type of idea I had in mind with the heals-per-tick. I was assuming that each entity had a unique value there, and I was going to +/- the value as the player is teleported in/out I do not really need the area detection, I k...
- Sat Apr 29, 2023 10:02 pm
- Forum: Modding help
- Topic: Place entity on the water edge
- Replies: 10
- Views: 1927
Re: Place entity on the water edge
...any thoughts on the idea of stripping the pump down?
Really I am curious if it is possible to just add the ability to craft to any entity?
Can I make one building do smelting and crafting just by changing the recipe?
Really I am curious if it is possible to just add the ability to craft to any entity?
Can I make one building do smelting and crafting just by changing the recipe?
- Sat Apr 29, 2023 9:21 pm
- Forum: Modding help
- Topic: Healing Over Time
- Replies: 15
- Views: 3247
Re: Healing Over Time
You must distinguish between prototype and entity. Yes that does destroy the plan I had in mind. That is fine, now I understand how it is used and it does not work the way I wanted. I can use a sticker to do it. Probably best to do it that way anyway. Thanks for explaining that... it does make sense
- Sat Apr 29, 2023 4:43 pm
- Forum: Modding help
- Topic: Healing Over Time
- Replies: 15
- Views: 3247
Re: Healing Over Time
I keep a tab for Data.raw and a tab to the version linked from the top of that page. Being as new to Lua and modding Factorio... even with those tools at my disposal... and the ability to search folders and files... When you are new and completely lost, no tool is better than a pro standing on a mou...