Search found 5 matches

by Kamikazimon
Wed Nov 27, 2024 5:37 pm
Forum: Modding help
Topic: Explanation of "defines.events.on_tick" behavior
Replies: 2
Views: 246

Re: Explanation of "defines.events.on_tick" behavior

Thanks, that explains a lot!
by Kamikazimon
Wed Nov 27, 2024 5:30 pm
Forum: Modding help
Topic: Explanation of "defines.events.on_tick" behavior
Replies: 2
Views: 246

Explanation of "defines.events.on_tick" behavior

Hello,

I am currently trying to understand the trigger logic behind the "defines.events.on_tick" event. I have the following code implemented in control.lua:

update_ticks = {15, 30, 45, 60}

script.on_event(defines.events.on_tick, function(event)
update(event)
end)

function update(event)
for i ...
by Kamikazimon
Sun Nov 17, 2024 4:29 pm
Forum: Modding help
Topic: LuaEntity does not contain fluid_boxes
Replies: 3
Views: 422

Re: LuaEntity does not contain fluid_boxes

Ah, sorry for not noticing this! Thank you!
by Kamikazimon
Sun Nov 17, 2024 3:33 pm
Forum: Modding help
Topic: LuaEntity does not contain fluid_boxes
Replies: 3
Views: 422

LuaEntity does not contain fluid_boxes

Hello,

I am currently trying to add a furnace-type entity to my mod and accessing it's fluid_boxes property. I have created this entity in one lua file:

local cooling_tower = table.deepcopy(data.raw["furnace"]["electric-furnace"])
cooling_tower.type = "furnace"
cooling_tower.name = "cooling-tower ...
by Kamikazimon
Fri Oct 25, 2024 4:09 pm
Forum: Modding help
Topic: Referencing sounds.lua library in base mod
Replies: 0
Views: 234

Referencing sounds.lua library in base mod

Hi there,

I've searched this forum but my problem apparently isn't that common.

I have the following code for implementing a new nuke explosion as part of a mod that changes some things in the PlutoniumEnergy mod in the module at PlutoniumEnergyAddons\prototypes\entity\projectile.lua :

local ...

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