Search found 26 matches

by DemerNkardaz
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...
by DemerNkardaz
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...
by DemerNkardaz
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 ...
by DemerNkardaz
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...
by DemerNkardaz
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...
by DemerNkardaz
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...
by DemerNkardaz
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....
by DemerNkardaz
Fri Jan 27, 2023 2:50 pm
Forum: Modding help
Topic: Apply parameter to all entities in type
Replies: 5
Views: 813

Re: Apply parameter to all entities in type

lyvgbfh wrote: ↑
Fri Jan 27, 2023 2:35 pm
It's what I get for hasty reading. I edited in a few more notes. There's two loops needed because you're going through the category followed by each entity in the category.
Ye, thank you! Now it works all
Image
by DemerNkardaz
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 ...
by DemerNkardaz
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...
by DemerNkardaz
Wed Jan 25, 2023 5:39 pm
Forum: Modding help
Topic: File not found, but file exists
Replies: 2
Views: 477

Re: File not found, but file exists

Rseding91 wrote: ↑
Wed Jan 25, 2023 5:36 pm
You need to provide the file extension.
Strange, in some paths I was not used extension for img, and it was works, maybe this was exclude from rule

Ye, this was exclude or lucky? bug, with extension all icons works.
Image
by DemerNkardaz
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 =...
by DemerNkardaz
Tue Jan 24, 2023 6:14 pm
Forum: Modding help
Topic: "item-entity" don't work with projectiles
Replies: 2
Views: 523

Re: "item-entity" don't work with projectiles

Klonan wrote: ↑
Tue Jan 24, 2023 5:48 pm
You can use a script trigger and create the item-entity yourself
Thanks, will try it
by DemerNkardaz
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 ...
by DemerNkardaz
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

Pi-C wrote: ↑
Wed Jan 18, 2023 9:32 pm
Some more safeguards for your function
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
by DemerNkardaz
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...
by DemerNkardaz
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...
by DemerNkardaz
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....
by DemerNkardaz
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...
by DemerNkardaz
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...

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