Search found 19 matches
- Sat May 26, 2018 7:51 pm
- Forum: Ideas and Requests For Mods
- Topic: Tiberian Sun style Mining
- Replies: 11
- Views: 3840
Re: Tiberian Sun style Mining
Yeah but that mod is discontinued, it would be perfect if it was still being updated
- Wed May 23, 2018 6:17 pm
- Forum: Ideas and Requests For Mods
- Topic: Tiberian Sun style Mining
- Replies: 11
- Views: 3840
Re: Tiberian Sun style Mining
Thanks, I'll look into it ^^
I'll come back to this topic after looking into it and seeing what it can do
The mod is really amazing, I can't play without it anymore. Although you must be prepared, that if you want automated miners, you will have to teach them automining with circuit network. If ...
I'll come back to this topic after looking into it and seeing what it can do
The mod is really amazing, I can't play without it anymore. Although you must be prepared, that if you want automated miners, you will have to teach them automining with circuit network. If ...
- Wed May 23, 2018 1:13 pm
- Forum: Ideas and Requests For Mods
- Topic: Tiberian Sun style Mining
- Replies: 11
- Views: 3840
Re: Tiberian Sun style Mining
Thanks, I'll look into it ^^
I'll come back to this topic after looking into it and seeing what it can do
I'll come back to this topic after looking into it and seeing what it can do
- Tue May 22, 2018 1:36 am
- Forum: Ideas and Requests For Mods
- Topic: Tiberian Sun style Mining
- Replies: 11
- Views: 3840
Re: Tiberian Sun style Mining
... Can you elaborate please?
- Mon May 21, 2018 6:38 am
- Forum: Ideas and Requests For Mods
- Topic: Tiberian Sun style Mining
- Replies: 11
- Views: 3840
Tiberian Sun style Mining
I know there was a mod that was like Command and Conquer for mining, where you would have a Ore Refinery with a Harvester
But its now abandoned and well doesn't work.
Would anyone be interested in doing something similar because I would really like an "automatic" way to gather minerals
Instead of ...
But its now abandoned and well doesn't work.
Would anyone be interested in doing something similar because I would really like an "automatic" way to gather minerals
Instead of ...
- Mon Sep 05, 2016 3:56 pm
- Forum: Modding help
- Topic: How do you replace component of the base mod?
- Replies: 9
- Views: 2719
Re: How do you replace component of the base mod?
Thanks I'm gonna look this up ^^LuziferSenpai wrote: Look for that in my Senpais Overhall MOD in the data-final-fixes. There you see how i did it.
- Mon Sep 05, 2016 3:42 pm
- Forum: Modding help
- Topic: How do you replace component of the base mod?
- Replies: 9
- Views: 2719
Re: How do you replace component of the base mod?
Look in existing mods for anything that alters data.raw, especially in data-final-fixes.lua. The data.raw contains all the prototypes from all the mods, and you can edit, add, delete, stuff in it.
Where is data-final-fixes.lua?
And what is data.raw?
LuziferSenpai
Thanks and if I just want to ...
Where is data-final-fixes.lua?
And what is data.raw?
LuziferSenpai
Thanks and if I just want to ...
- Mon Sep 05, 2016 3:06 pm
- Forum: Modding help
- Topic: How do you replace component of the base mod?
- Replies: 9
- Views: 2719
Re: How to replace an item/building for another
But how do you do that? I know how to add stuff but I don't know how to nil stuff. Its kinda my problem at the moment ^^'LuziferSenpai wrote:Solar's Wrath wrote: If you want that you need to nil it.
- Mon Sep 05, 2016 12:16 pm
- Forum: Modding help
- Topic: How do you replace component of the base mod?
- Replies: 9
- Views: 2719
Re: How to replace an item/building for another
What I mean is like, my mod would remove certain stuff from the Base mod, it would just not be in the game at all and be replaced by my new object/building
- Mon Sep 05, 2016 7:49 am
- Forum: Modding help
- Topic: How do you replace component of the base mod?
- Replies: 9
- Views: 2719
How do you replace component of the base mod?
I am working on a mod, I have very basic modding knowledge for now so this isn't something I know but How do you replace a Base item or building for something else? Or just make it so certain Base stuff are ignored?
Exemple I want to replace Iron by something else and I want to replace Science labs ...
Exemple I want to replace Iron by something else and I want to replace Science labs ...
- Wed Aug 31, 2016 1:16 am
- Forum: Modding discussion
- Topic: Is it allowed to make a mod that doesn't use the Base?
- Replies: 8
- Views: 2492
Re: Is it allowed to make a mod that doesn't use the Base?
I'm gonna go check that right away thanks!
- Wed Aug 31, 2016 12:41 am
- Forum: Modding discussion
- Topic: Is it allowed to make a mod that doesn't use the Base?
- Replies: 8
- Views: 2492
Re: Is it allowed to make a mod that doesn't use the Base?
Well I could do that but do you mean Data.Lua? Cus I don't know what Data.raw is... Also if I do that, is it possible to overwrite like sprites and such because the sprite work would be totally different so i'd need to be able to take the base stuff but have them use my sprites.
- Tue Aug 30, 2016 11:48 pm
- Forum: Modding discussion
- Topic: Is it allowed to make a mod that doesn't use the Base?
- Replies: 8
- Views: 2492
Re: Is it allowed to make a mod that doesn't use the Base?
Use things from the base as in, taking the code and putting it in my mode and edit it my way so the mod wouldn't be a 100% different games, like belts. I wouldn't recode new belt. I would borrow the base code and modify it in my mod instead of needing the base mod to be toggled on.
- Tue Aug 30, 2016 11:42 pm
- Forum: Modding discussion
- Topic: Is it allowed to make a mod that doesn't use the Base?
- Replies: 8
- Views: 2492
Re: Is it allowed to make a mod that doesn't use the Base?
Well... My idea was to replace most of the base stuff to different theme with its own tech and progression. It wouldn't depend on the Base but it would use things from the base.
- Tue Aug 30, 2016 11:29 pm
- Forum: Modding discussion
- Topic: Is it allowed to make a mod that doesn't use the Base?
- Replies: 8
- Views: 2492
Is it allowed to make a mod that doesn't use the Base?
The title says it all and this place in the forum seemed to be the most appropriate place to ask.
- Thu Mar 31, 2016 12:32 am
- Forum: Modding help
- Topic: [Fixed] Little problem with recipe
- Replies: 2
- Views: 1242
Re: Little problem with recipe
Actually there is more recipe beyond that one about "bronze-mix"
But I put the coma and it worked, thanks alot
But I put the coma and it worked, thanks alot
- Wed Mar 30, 2016 11:35 pm
- Forum: Modding help
- Topic: [Fixed] Little problem with recipe
- Replies: 2
- Views: 1242
[Fixed] Little problem with recipe
I am working on a mod and well it keeps giving me this error
http://i.imgur.com/ZiEeDeV.png
{
type = "recipe",
name = "bronze-mix",
category = "advanced-crafting",
energy_required = 4,
ingredients =
{
{ "copper-powder", 4},
{ "tin-powder", 1}
},
result = "bronze-mix"
result_count ...
http://i.imgur.com/ZiEeDeV.png
{
type = "recipe",
name = "bronze-mix",
category = "advanced-crafting",
energy_required = 4,
ingredients =
{
{ "copper-powder", 4},
{ "tin-powder", 1}
},
result = "bronze-mix"
result_count ...
- Thu Mar 24, 2016 8:16 am
- Forum: Modding help
- Topic: How do you add new ore generation
- Replies: 2
- Views: 2004
Re: How do you add new ore generation
Thanks!! I'll try that
Edit: I can name items/ores.lua the way I want? same for entities/resources.lua?
Edit: I can name items/ores.lua the way I want? same for entities/resources.lua?
- Wed Mar 23, 2016 11:58 pm
- Forum: Modding help
- Topic: How do you add new ore generation
- Replies: 2
- Views: 2004
How do you add new ore generation
Hello, I'm new in the forum. I have been looking for how to add new ore, I looked through some other mods but the way they handle it is so different I don't know how to do it myself. I am making a mod that require adding new ore in the map and well its the major thing blocking me from making my mod ...