Search found 11 matches
- Fri Jun 14, 2024 4:17 am
- Forum: Modding help
- Topic: How to make a resource only spawn on non-homeworld planets
- Replies: 2
- Views: 523
Re: How to make a resource only spawn on non-homeworld planets
Great! I'll try it out.
- Tue May 07, 2024 10:14 pm
- Forum: Modding help
- Topic: How to make a resource only spawn on non-homeworld planets
- Replies: 2
- Views: 523
How to make a resource only spawn on non-homeworld planets
Hi, I was wondering if anyone knew how to make a resource only spawn on planets and moons(and not homeworlds) when space exploration is enabled. I tried tapping into SE's universe.lua file during the data stage and adding my ore into default_resource_order, resource_word_rules.not_space, and resourc...
- Sat Apr 20, 2024 6:05 pm
- Forum: Modding help
- Topic: Help with detecting robots entering/leaving roboports
- Replies: 1
- Views: 281
Re: Help with detecting robots entering/leaving roboports
Nevermind, I figured something out
- Sat Apr 20, 2024 5:13 pm
- Forum: Won't implement
- Topic: Roboport on_built_entity
- Replies: 4
- Views: 1216
Re: Roboport on_built_entity
Thanks for telling me! I'll see what I can do.
- Tue Apr 16, 2024 7:09 pm
- Forum: Modding help
- Topic: Help with detecting robots entering/leaving roboports
- Replies: 1
- Views: 281
Help with detecting robots entering/leaving roboports
Hello, I was wondering if anyone knows how to detect when a robot enters/leaves a roboport, as well as the data of that robot. I've been looking around, and I can't find a solution that does both. I'm trying to make a mod that adds construction robots with shields/lasers without having to check exis...
- Tue Apr 16, 2024 7:02 pm
- Forum: Won't implement
- Topic: Roboport on_built_entity
- Replies: 4
- Views: 1216
Re: Roboport on_built_entity
If this event existed, I would use it for a mod I would like to make that gives construction bots personal shields/weapons.
- Thu Jan 25, 2024 2:02 am
- Forum: Modding help
- Topic: on_entity_damaged damage_type returns __self = 0
- Replies: 4
- Views: 485
Re: on_entity_damaged damage_type returns __self = 0
Ok, thank you!
- Wed Jan 24, 2024 10:13 pm
- Forum: Modding help
- Topic: on_entity_damaged damage_type returns __self = 0
- Replies: 4
- Views: 485
Re: on_entity_damaged damage_type returns __self = 0
It is being logged in factorio-current.log
- Wed Jan 24, 2024 8:32 pm
- Forum: Modding help
- Topic: on_entity_damaged damage_type returns __self = 0
- Replies: 4
- Views: 485
on_entity_damaged damage_type returns __self = 0
Whenever on_entity_damaged is called, if I try to get the damage type, it just returns this:
does anyone know why it does this or how to get the damage type from it? Thanks!
Code: Select all
damage_type = {
__self = 0
},
- Tue Jan 23, 2024 11:49 pm
- Forum: Modding help
- Topic: Help with LuaEquipmentGrid equipment
- Replies: 1
- Views: 215
Re: Help with LuaEquipmentGrid equipment
Nevermind, I figured it out. I forgot to change something
- Tue Jan 23, 2024 11:26 pm
- Forum: Modding help
- Topic: Help with LuaEquipmentGrid equipment
- Replies: 1
- Views: 215
Help with LuaEquipmentGrid equipment
I'm trying to figure out why grid.equipment doesn't work. In the Factorio LuaEquipmentGrid section of the Factorio API (https://lua-api.factorio.com/latest/classes/LuaEquipmentGrid.html) there is a list of functions and parameters, but I can't index the equipment parameter. whenever I try it gives m...