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 ...
Search found 12 matches
- 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
- 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!
Only played when the reload_time value is > 0
Cheers!
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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!
My brain had effect_receiver with beacon effects - as in, 'can this building receive effects from beacons'. My mistake.
Thank you!
- 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!
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!
- 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.
Now this doesn't seem the case as it's depreciated. so +1 needing some new way to achieve this.
- 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 ...
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 ...
- 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!
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: 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 ...
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 ...