Search found 5 matches
- 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!
- 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 ...
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 ...
- 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!
- 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 ...
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 ...
- 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 ...
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 ...