So I noticed you wanted to add new enemies and I was wondering if you had seen this discussion topic I posted a few months ago:
viewtopic.php?f=33&t=23986
Search found 56 matches
- Fri Oct 07, 2016 1:42 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 353152
- Thu Jun 16, 2016 1:08 pm
- Forum: Mods
- Topic: MOD[0.12.33] Advanced Accumulators
- Replies: 3
- Views: 1972
Re: MOD[0.12.33] Advanced Accumulators
if you have trouble with animations try studying Factorio Extended's code; it has mk2 and mk3 accumulators that have proper animations.
- Tue Jun 14, 2016 4:45 pm
- Forum: Modding help
- Topic: Technology icon: sprite outside of .png
- Replies: 13
- Views: 4569
Re: Technology icon: sprite outside of .png
on a relatedish note: why do icons sometimes appear way too big and get cut off at 1/4th of the icon's top left?
- Mon Jun 13, 2016 7:15 pm
- Forum: Modding help
- Topic: Turret lowers framerate after first shot?
- Replies: 7
- Views: 2167
Re: Turret lowers framerate after first shot?
hmmm. I guess that is a bit excessive. so the math on that is range x2 ^2?Rseding91 wrote:If the range is 500 then it's going to need to scan a 1000x1000 tile area around its self for things to shoot when it gets ready to shoot which is going to be slow.
Don't make the range 500 - problem solved.
- Mon Jun 13, 2016 7:09 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Utilities N' More 0.0.5
- Replies: 7
- Views: 5919
Re: [MOD 0.12.X] Utilities N' More 0.0.5
Pretty cool mod. though the science cost of some the the later techs in it are a bit TOO hardcore IMO. Unless you designed that stuff for the post first rocket launch just building more stuff stage of the game. In which case the cost is somewhat understandable. I noticed that as I went through and ...
- Mon Jun 13, 2016 3:41 am
- Forum: Modding help
- Topic: Turret lowers framerate after first shot?
- Replies: 7
- Views: 2167
Turret lowers framerate after first shot?
I have a railgun turret in a mod I'm producing and for some reason it can shoot one shot and then the frame rate starts to plumet; if removed the frame rate returns to normal.
No special LUA is running on it, its just a long range turret (500m) with a low firing speed.
No special LUA is running on it, its just a long range turret (500m) with a low firing speed.
- Mon Jun 13, 2016 12:17 am
- Forum: Modding help
- Topic: Pollution mod/change question
- Replies: 2
- Views: 1340
Re: Pollution mod/change question
Hi all, Hope someone can point me in the right direction here. I'm at the post-endgame stage (megabase, lots of rockets launched, lots of mods) and am looking to up the challenge a bit. I figure I can do this by increasing the pollution output of certain buildings, specifically, laser turrets. I kn...
- Sat Jun 11, 2016 6:44 pm
- Forum: Mods
- Topic: [MOD 0.12.33] SnowMod 0.0.02
- Replies: 9
- Views: 6411
Re: [MOD 0.12.33] SnowMod 0.0.01
[*] Ice (can't build building on it, but can walk across it.) you can achieve this by using: collision_mask = { "ground-tile", "item-layer", "resource-layer", "doodad-layer" }, which effectively blocks resources from spawning on it, terrain decoration from sp...
- Sat Jun 11, 2016 6:27 pm
- Forum: Texture Packs
- Topic: [Request] Tile Sets for a mod
- Replies: 0
- Views: 1786
[Request] Tile Sets for a mod
I am developing a mod that adds currently 5 new terrains: Lava. (Edged by lava rock) Surface Oil. (edged by sand) Lava Rock. Gravel. and stone(lighter texture with no attachment to lava.). I tried to do this myself and the results are...not very good; the textures show heavy seams and do not fit wel...
- Sat Jun 11, 2016 2:53 am
- Forum: Modding help
- Topic: Custom Water Tile Questions
- Replies: 0
- Views: 623
Custom Water Tile Questions
I need to know if I can make a special kind of water tile give a defined liquid other than water EDIT: I also need some way to prevent fish spawning in custom defined waters; and to cause damage to any player or biter within a few tiles of it, as well as make it produce pollution. I feel like a lua ...
- Thu Jun 09, 2016 12:59 am
- Forum: Modding discussion
- Topic: New terrains?
- Replies: 2
- Views: 1248
Re: New terrains?
as the post is a bit hard to understand (at least for me)..doesn't that just replace sand with snow, not add a new terrain altogether?TheSAguy wrote:Snow Mod here.
- Wed Jun 08, 2016 7:01 pm
- Forum: Modding discussion
- Topic: New terrains?
- Replies: 2
- Views: 1248
New terrains?
Would it be possible to create new tile sets that could be used in place of or along side things like vanilla grass and sand? EDIT: Alright, you can in fact add new terrains! I will be doing so once I figure out some way to prevent fish spawning in non-water fluid tiles and have some half decent tex...
- Wed Jun 08, 2016 6:05 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16350
Re: [MOD 0.12.17+] Combat variations 0.1.1
The combat Inserter does not like the shotgun turret from my mod Utilities N' More. I'm unsure if its the shotgun shells or the two inventory slots it has.
EDIT:
Also it appears modded ammo is unsupported as well.
EDIT:
Also it appears modded ammo is unsupported as well.
- Mon Jun 06, 2016 1:19 am
- Forum: Mods
- Topic: [MOD 0.12.X] Utilities N' More 0.0.5
- Replies: 7
- Views: 5919
Re: [MOD 0.12.X] Utilities N' More 0.0.5
New Update out!
Still compatible with vanilla's current update so not much changed behind the scenes.
Still compatible with vanilla's current update so not much changed behind the scenes.
- Sat Jun 04, 2016 10:20 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Generic Logistic Chest (0.2.0)
- Replies: 3
- Views: 4331
Re: [MOD 0.12.x] Generic Logistic Chest (0.1.0)
Looks like this would mesh well with blueprints! I will most certainly try this!
- Sun May 01, 2016 11:32 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Toxic Jungle
- Replies: 30
- Views: 26300
Re: [MOD 0.12.x] Toxic Jungle
I was wondering if there was a way to make toxic Jungle not spawn trees on sand unless it was within several meters of water (or making only the green coral spawn on sand)?
- Sun May 01, 2016 7:53 pm
- Forum: Modding help
- Topic: remote interface call questions
- Replies: 7
- Views: 1994
Re: remote interface call questions
Oh, that makes a bit more sense, its not an item name it the item type?prg wrote:"charge-pack" is not a valid type defined by the game. You can't just put something you made up yourself there. What is the prototype you're trying to access?
- Sun May 01, 2016 7:23 pm
- Forum: Modding help
- Topic: remote interface call questions
- Replies: 7
- Views: 1994
Re: remote interface call questions
if data.raw["item"]["item-from-modA"] and data.raw["item"]["item-from-modB"] then okay, so I'm probably doing this wrong, but it keeps saying the item I'm trying to index is a nil value. currently it looks like this: if data.raw["charge-pack"]["...
- Sun May 01, 2016 6:50 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Liquid Resources + Liquid Logistic
- Replies: 1
- Views: 2123
Re: [MOD 0.12.X] Liquid Resources + Liquid Logistic
Check out 5dim's electric trains, they constantly spawn "coal" in them when powered to keep them running.
EDIT:
Also, you may be able to get the liquids to convert to/from a fake liquid item via lua scanning the chests.
EDIT:
Also, you may be able to get the liquids to convert to/from a fake liquid item via lua scanning the chests.
- Fri Apr 29, 2016 1:26 pm
- Forum: Modding help
- Topic: remote interface call questions
- Replies: 7
- Views: 1994
Re: remote interface call questions
If both mods have a remote interface it will work: if remote.interfaces.modA and remote.interfaces.modB then but since you're talking about adding a turret i think you want this to happen in data.lua? data.lua doesn't have remote available, so you'll have to check data.raw for items/turrets added b...