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.
Search found 4 matches
- Sun Nov 10, 2024 11:07 pm
- Forum: Modding help
- Topic: Item base_productivity
- Replies: 1
- Views: 104
- Thu Oct 17, 2024 6:52 pm
- Forum: Modding help
- Topic: Forces & Entity Usage/Assignment
- Replies: 0
- Views: 102
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. Bu...
- Thu Oct 17, 2024 6:46 pm
- Forum: Modding help
- Topic: replacing Flamethrower Turret pipe disconnect help
- Replies: 2
- Views: 250
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!
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!
- Sat Sep 28, 2024 8:55 pm
- Forum: Modding help
- Topic: replacing Flamethrower Turret pipe disconnect help
- Replies: 2
- Views: 250
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) t...