Search found 12 matches

by Fishbus
Thu Apr 03, 2025 8:24 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.14] Locomotive equipment grid access is hard to find
Replies: 2
Views: 1374

Re: [Klonan] [2.0.14] Locomotive equipment grid access is hard to find

Heya,

to add to this, when you access a equipment grid on a locomotive (via fuel) you can only move equipment in, not out. Selecting the item toggles them on or off (with a big red X mark).

If you select the grid equipment grid via the bottom left grid icon when piloting a locomotive, the ...
by Fishbus
Mon Jan 13, 2025 3:23 pm
Forum: Modding interface requests
Topic: Request for AmmoItemPrototype.reload_sound
Replies: 0
Views: 195

Request for AmmoItemPrototype.reload_sound

Does what it says on the tin; Play a sound when a weapon is reloaded.

Only played when the reload_time value is > 0

Cheers!
by Fishbus
Mon Dec 30, 2024 12:07 pm
Forum: Modding interface requests
Topic: ["cliff"].cliff_explosive" would also set required explosive capsule to remove
Replies: 0
Views: 184

["cliff"].cliff_explosive" would also set required explosive capsule to remove

Heya,

There's a value in cliff prototypes called cliff_explosive which relates to the cliff explosive capsule item that a robot needs to pickup in order to destroy the cliff

I was hoping it would also mean that only that capsule could destroy that cliff. As well as changing the ItemID to a list of ...
by Fishbus
Mon Dec 30, 2024 9:43 am
Forum: Modding help
Topic: Turret stream damage calculation
Replies: 0
Views: 213

Turret stream damage calculation

Heya,

I have a turret that use a type="stream" (Akin to a flamethrower turret we know and love)
I have set it up to have a very slow firing rate, basically sending out a shot ever couple of seconds.

The issue is that the displayed damage calculation of it, seems very wrong.
For example, the ...
by Fishbus
Wed Dec 11, 2024 5:30 am
Forum: Modding help
Topic: [SOLVED] Logic branching according to Spaceage or Quality mods
Replies: 2
Views: 296

Re: Logic branching according to Spaceage or Quality mods


It's a table, called mods.

if (mods["space-age"]) then
-- space age + quality stuff
elseif (mods["quality"]) then
-- quality without space age
else
-- neither one
end


Quality is required for Space Age so if you detect space-age you can assume that quality is also there.


That's exactly the ...
by Fishbus
Tue Dec 10, 2024 7:41 pm
Forum: Modding help
Topic: [SOLVED] Logic branching according to Spaceage or Quality mods
Replies: 2
Views: 296

[SOLVED] Logic branching according to Spaceage or Quality mods

What is the recommended path to logic changing prototype data according to what Wube mods are activated?
What is the function that recognises these mods are active on start up?

For example

if (active mod == space age)
then do this logic
ifelse if (active mod == space age && quality)
do this thing ...
by Fishbus
Tue Dec 10, 2024 2:14 pm
Forum: Modding help
Topic: [SOLVED] How to achieve base_productivity in 2.0?
Replies: 2
Views: 251

Re: [FIXED] How to achieve base_productivity in 2.0?

Ah, that's where it's hiding!

My brain had effect_receiver with beacon effects - as in, 'can this building receive effects from beacons'. My mistake.

Thank you!
by Fishbus
Mon Dec 09, 2024 8:25 pm
Forum: Modding help
Topic: [SOLVED] How to achieve base_productivity in 2.0?
Replies: 2
Views: 251

[SOLVED] How to achieve base_productivity in 2.0?

base_productivity was a lovely way to throw in some extra +productivity to any mining/assembler.

I've used some instances in my mod but it no longer works.

Is there a way around this or implement it through some other method?

Cheers!
by Fishbus
Sun Nov 10, 2024 11:07 pm
Forum: Modding help
Topic: Item base_productivity
Replies: 1
Views: 216

Re: Item base_productivity

Yes, I have a few items like this that give a base productivity of 10% or 25% as a unique aspect of the machine.

Now this doesn't seem the case as it's depreciated. so +1 needing some new way to achieve this.
by Fishbus
Thu Oct 17, 2024 6:52 pm
Forum: Modding help
Topic: Forces & Entity Usage/Assignment
Replies: 0
Views: 176

Forces & Entity Usage/Assignment

I have a question, which is slowly plaguing my mind:

In my mod, I have a new force, which I called 'abandonments' to use for desolate and malfunctioned structures.

I have made a few entity deep-copies, lika a laser, storage, etc. These are autoplaced at map generation under that force assignment ...
by Fishbus
Thu Oct 17, 2024 6:46 pm
Forum: Modding help
Topic: replacing Flamethrower Turret pipe disconnect help
Replies: 2
Views: 395

Re: replacing Flamethrower Turret pipe disconnect help

Just a follow up,

Looking at your method, the distinction is removing the prototype before placing the new one.

Still seems odd it can't 'fast replace' it, but no worries, it works now. Cheers!
by Fishbus
Sat Sep 28, 2024 8:55 pm
Forum: Modding help
Topic: replacing Flamethrower Turret pipe disconnect help
Replies: 2
Views: 395

replacing Flamethrower Turret pipe disconnect help

Hey,

I have a script in my mod that replaces turrets, which is working fine for anything except turrets with pipes - like flamethrower turrets.

Simply put, when the script replaces the turret (with essentially the same thing with some improved stats - using a table.deepcopy of the original turret ...

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