Search found 9 matches

by Thalassicus
Sun Mar 29, 2020 8:36 pm
Forum: Mods
Topic: [MOD 0.18] Pollution Solutions
Replies: 0
Views: 1332

[MOD 0.18] Pollution Solutions

Factorio Version: 0.18 Mod State: Release Dependencies: Base Authors: Thalassicus, Zerahan Source: https://github.com/Thalassicus/Factorio ~ Download ~ This makes Factorio more fun by turning pollution and combat into an interconnected system you actively engage with, instead of just tossing down l...
by Thalassicus
Sat Mar 07, 2020 9:14 am
Forum: Modding help
Topic: Get entities created by spill_item_stack?
Replies: 1
Views: 574

Get entities created by spill_item_stack?

How do I get the entities created by LuaSurface::spill_item_stack()? I tried the code below. It creates the entities, but nearbyLoot is empty. local loot = {name="iron-plate", count=10} event.entity.surface.spill_item_stack(event.entity.position, loot) local nearbyLoot = event.entity.surfa...
by Thalassicus
Sat Mar 07, 2020 8:09 am
Forum: Implemented mod requests
Topic: spill_item_stack returns created entities
Replies: 2
Views: 939

spill_item_stack returns created entities

It'd be helpful if LuaSurface::spill_item_stack() returned the table of items it create. I made aliens drop loot, and I'm attempting to mark the loot for deconstruction after there's no more enemies in a certain radius. This time delay means I can't use the instantaneous deconstruction provided by s...
by Thalassicus
Wed Jan 10, 2018 7:08 am
Forum: Modding discussion
Topic: Lighting transitions
Replies: 5
Views: 1883

Re: Lighting transitions

I'll give it a try, thank you.
by Thalassicus
Wed Jan 10, 2018 7:06 am
Forum: Modding help
Topic: How to get data?
Replies: 2
Views: 900

How to get data?

How can I check the pollution required to create a biter? This says the biter prototype doesn't have a "pollution_to_join_attack" key: local quantity = math.ceil(event.entity.prototype.pollution_to_join_attack / 1000) This says "data" is nil: local quantity = math.ceil(data.raw[&...
by Thalassicus
Mon Jan 08, 2018 10:01 pm
Forum: Modding discussion
Topic: Lighting transitions
Replies: 5
Views: 1883

Re: Lighting transitions

I discovered the same values. The "darkness" field is read-only, and I don't think I can use the others to increase the difference in light levels between day and night.
by Thalassicus
Mon Jan 08, 2018 9:27 pm
Forum: Modding discussion
Topic: Cliffs and water in map-gen-presets?
Replies: 0
Views: 644

Cliffs and water in map-gen-presets?

How do I define cliffs and water in a map gen preset? They're not included in autoplace_controls. The "water" field only accepts a string (which appears to define size), and setting a "cliffs" variable appears to do nothing.
by Thalassicus
Sun Jan 07, 2018 3:15 am
Forum: Modding discussion
Topic: Lighting transitions
Replies: 5
Views: 1883

Lighting transitions

Does anyone have experience modifying lighting? I'm trying to make day and night more interesting, but I'm unsure if any of this is possible. I've spent an hour searching the API documentation and files with no success. I'd like to reinstate gradual light toggling at dawn and dusk. The sudden switch...
by Thalassicus
Fri Apr 29, 2016 11:11 am
Forum: Mods
Topic: [MOD 0.13] Time Tools (& Clock Combinator)
Replies: 97
Views: 68383

Re: [MOD 0.12.X] Time Tools 1.0.6 (& Clock Combinator)

I encountered an odd issue. Clocks placed at an outpost don't show the time. The ones in my main base work okay, near the spawn point. I'm not 100% sure distance from origin is the deciding factor. I'm going to do some further testing. Edit: Oh! I didn't realize clocks must be in short range of a ro...

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