Search found 26 matches
- Wed May 17, 2023 4:03 am
- Forum: Modding help
- Topic: How to make single-shot laser beam for handweapon?
- Replies: 0
- Views: 358
How to make single-shot laser beam for handweapon?
I didn't find information about that and try it with existed code examples from game. With mods of laser hand weapons, I found only what used tracer instead of beam texture. With ready game example in laser turret, I have laser beam, but this not have sound, and it casts from player's head + some ot...
- Sat May 13, 2023 11:38 pm
- Forum: Modding help
- Topic: Picture layers and variative of pictures
- Replies: 2
- Views: 683
Re: Picture layers and variative of pictures
Pictures is created wrong. You don't want to use layers, you want to set it as an array inside of pictures. See the example at the wiki or iron-ore from the game: No, this is works with only one texture, I need to use two textures in one picture β base texture and glow. But I found my mistake, I ju...
- Sat May 13, 2023 4:13 am
- Forum: Modding help
- Topic: Picture layers and variative of pictures
- Replies: 2
- Views: 683
Picture layers and variative of pictures
Hi, have some stuck with using layers and variants of sprite simultaneously, with this code game shows only first variant and I don't remember how to make it fully workable. And second small question β It's bad to add light glow for items (if it's possible, I have not tested this current time), can ...
- Fri Feb 03, 2023 1:05 pm
- Forum: Modding help
- Topic: Restrict target fluids from basic fluid transport entities
- Replies: 2
- Views: 483
Re: Restrict target fluids from basic fluid transport entities
It's not possible to blacklist certain fluids from certain pipes. All you can do with prototypes is allow only a single fluid to be allowed in a pipe, by setting a filter. During runtime it's possible to damage pipes when a specific fluid is in it, but you will have to do it all yourself. Keep trac...
- Fri Feb 03, 2023 11:11 am
- Forum: Modding help
- Topic: Restrict target fluids from basic fluid transport entities
- Replies: 2
- Views: 483
Restrict target fluids from basic fluid transport entities
For some liquids as logic we need different storage and transport materials. Now I have Aqua Regia, and iron storages/pipes not good for this for IRL. Can I blacklist some fluids for basic pipes and storages, or if not - can to give damage if pipes and storages have this fluids inside? https://i.img...
- Sat Jan 28, 2023 7:54 pm
- Forum: Modding help
- Topic: Mask on belt ingame is very lighten than icon mask
- Replies: 1
- Views: 457
Re: Mask on belt ingame is very lighten than icon mask
Half-Resolved Icon don't used blend mode and it confused me. But with this I don't take true color like on icon, need to edit mask and texture hue/saturation to more darken and use additive blend mode or other methods, trying to make this good. Best with color multiplicative blend mode - colors most...
- Sat Jan 28, 2023 6:03 pm
- Forum: Modding help
- Topic: Mask on belt ingame is very lighten than icon mask
- Replies: 1
- Views: 457
Mask on belt ingame is very lighten than icon mask
I make mask for code colorizing belts and its icons, make it identical ways, but icon is good and entity is very light. Ting, blend and alpha params is identical. https://i.imgur.com/HDDj5sU.png https://i.imgur.com/FVFVhX7.png Icon and mask (and its lighter than entity but in game ok lol) https://i....
- Fri Jan 27, 2023 2:50 pm
- Forum: Modding help
- Topic: Apply parameter to all entities in type
- Replies: 5
- Views: 813
- Fri Jan 27, 2023 2:34 pm
- Forum: Modding help
- Topic: Apply parameter to all entities in type
- Replies: 5
- Views: 813
Re: Apply parameter to all entities in type
Using commas in the table declaration is correct, but for `for` loops you will usually be doing it in the format for k, v in pairs(table) where pairs is the missing bit in your code. You can see a differential here Edit: Also, data.raw is in the format of data.raw[category][name] I tried it before ...
- Fri Jan 27, 2023 2:21 pm
- Forum: Modding help
- Topic: Apply parameter to all entities in type
- Replies: 5
- Views: 813
Apply parameter to all entities in type
Trying to change collision mask of any entities of chosen type, but my code works in only half. If write "or" then it applies only for furnace entities, if "and" then only for storage tanks, if "," then error on launch. I don't know what need to change for good work wit...
- Wed Jan 25, 2023 5:39 pm
- Forum: Modding help
- Topic: File not found, but file exists
- Replies: 2
- Views: 477
- Wed Jan 25, 2023 5:32 pm
- Forum: Modding help
- Topic: File not found, but file exists
- Replies: 2
- Views: 477
File not found, but file exists
Wrote some code for change icons of Rampant biters icons and get error "file not found". I readed rereaded rerereaded what I wrote and checks written paths, but I don't found any error. Maybe I just blind. https://i.imgur.com/RPaJJo3.png https://i.imgur.com/0XwHOPb.png local rampant_icon =...
- Tue Jan 24, 2023 6:14 pm
- Forum: Modding help
- Topic: "item-entity" don't work with projectiles
- Replies: 2
- Views: 523
- Tue Jan 24, 2023 5:04 pm
- Forum: Modding help
- Topic: "item-entity" don't work with projectiles
- Replies: 2
- Views: 523
"item-entity" don't work with projectiles
Having some idea to make throwable firt aid kit I was going to make it item, capsule item, projectile and item-entity spawnable from projectile, after that any player can to take it from ground like generic dropped by "Z" first aid kit item. The point is to give the player ability to drop ...
- Mon Jan 23, 2023 1:24 pm
- Forum: Modding help
- Topic: Insert new minable results to range of entities
- Replies: 10
- Views: 1275
Re: Insert new minable results to range of entities
Got some question - this can use random number range? Like how it works with ores - any deposit have different count of resource.
And usable the float? If just write float like (e_name:find("big") and 1.2) this launches error
- Sun Jan 22, 2023 7:15 pm
- Forum: Modding help
- Topic: Making "fake single" entity from multi entities?
- Replies: 2
- Views: 487
Re: Making "fake single" entity from multi entities?
I want to add to my mod high-tier structure that can and transfer and store the electricity, call it "substation facility". But, it is impossible to apply multiple types to one entity, directly we can have only or electricity-pole or accumulator. I thought about pasting two entity both fr...
- Sun Jan 22, 2023 8:35 am
- Forum: Modding help
- Topic: Making "fake single" entity from multi entities?
- Replies: 2
- Views: 487
Making "fake single" entity from multi entities?
I want to add to my mod high-tier structure that can and transfer and store the electricity, call it "substation facility". But, it is impossible to apply multiple types to one entity, directly we can have only or electricity-pole or accumulator. I thought about pasting two entity both fro...
- Sat Jan 21, 2023 1:54 am
- Forum: Modding help
- Topic: Bads with adding assembling entity and crafting category
- Replies: 2
- Views: 559
Re: Bads with adding assembling entity and crafting category
The prototypes for boilers and assembling machines are very different - you can't just copy all the data and change the type to have it work. Boilers have their sprites defined in a structure property , assembling machines use an animation property , which have differences in how they are laid out....
- Fri Jan 20, 2023 11:24 pm
- Forum: Modding help
- Topic: Insert new minable results to range of entities
- Replies: 10
- Views: 1275
Re: Insert new minable results to range of entities
Now I try to use this code as base for ingredient additions and have and worked and don't worked result. I add new ingredient to craft for sulfur and for plastic bars, I don't see critical difference in vanilla recipes - both have "ingredient s ", but works it only on sulfur, and other st...
- Fri Jan 20, 2023 8:47 pm
- Forum: Modding help
- Topic: Insert new minable results to range of entities
- Replies: 10
- Views: 1275
Re: Insert new minable results to range of entities
Now I try to use this code as base for ingredient additions and have and worked and don't worked result. I add new ingredient to craft for sulfur and for plastic bars, I don't see critical difference in vanilla recipes - both have "ingredient s ", but works it only on sulfur, and other str...