Search found 4 matches

by Fishbus
Sun Nov 10, 2024 11:07 pm
Forum: Modding help
Topic: Item base_productivity
Replies: 1
Views: 104

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: 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...
by Fishbus
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!
by Fishbus
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...

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