Search found 62 matches

by hackamod
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,...
by hackamod
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...
by hackamod
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...
by hackamod
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...
by hackamod
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"...
by hackamod
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...
by hackamod
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
by hackamod
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 :roll:

I should have it now, thanks to both of you
by hackamod
Thu May 11, 2023 4:05 pm
Forum: Modding help
Topic: New 'fish' breeds can not be landfilled
Replies: 2
Views: 672

Re: New 'fish' breeds can not be landfilled

Thanks, that was just enough of a push in the right direction

protected_from_tile_building

Good day :D
by hackamod
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...
by hackamod
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...
by hackamod
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...
by hackamod
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...
by hackamod
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 :D ty
by hackamod
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 ...
by hackamod
Sun Apr 30, 2023 2:02 am
Forum: Modding help
Topic: Healing Over Time
Replies: 15
Views: 3247

Re: Healing Over Time

hackamod wrote: ↑Sun Apr 30, 2023 2:00 am What do you suggest for a setup where it only needs to heal them when they are teleported in?
I mean... I still do not see how to apply the healing with script. For sure I want to write as little code as necessary
by hackamod
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...
by hackamod
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?
by hackamod
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
by hackamod
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...

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