![Sad :(](./images/smilies/icon_e_sad.gif)
Search found 7 matches
- Tue Nov 26, 2024 3:50 pm
- Forum: Gameplay Help
- Topic: How do I prevent quality nutrients being used as biochamber fuel?
- Replies: 10
- Views: 1405
Re: How do I prevent quality nutrients being used as biochamber fuel?
Actually I was very wrong. There is no way the biochamber will output its fuel as part of any signal. Almost any current solution is prone to breaking at some point due to spoilage. ![Sad :(](./images/smilies/icon_e_sad.gif)
![Sad :(](./images/smilies/icon_e_sad.gif)
- Mon Nov 25, 2024 2:32 am
- Forum: Gameplay Help
- Topic: How do I prevent quality nutrients being used as biochamber fuel?
- Replies: 10
- Views: 1405
Re: How do I prevent quality nutrients being used as biochamber fuel?
Use a filtered inserter for the legendary nutrients. Wire it to the assembler. Read the assembler contents and only enable your legendary when theer are already normal nutrients in the assembler.
- Fri Nov 22, 2024 5:36 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.12] Stone walls take more damage from asteroids.
- Replies: 14
- Views: 5379
Re: [Rseding91] [2.0.12] Stone walls take more damage from asteroids.
Thanks for the example showing what I was missing. This is now fixed for the next release.
Before it was working like this:
Wall has 350 health
Medium asteroid hits wall wanting to do 100 damage
Wall takes 33~ damage due to resistances
Asteroid records "33 damage used to impact wall" and ...
- Sat Aug 06, 2016 2:16 am
- Forum: Modding discussion
- Topic: How to just clone and modify and existing item
- Replies: 3
- Views: 2814
Re: How to just clone and modify and existing item
Wow this is handy and did not know you could do it this way.
- Mon Aug 01, 2016 11:15 pm
- Forum: Modding help
- Topic: Particle Triggers
- Replies: 0
- Views: 473
Particle Triggers
Ok, this one is a little weird. Here's the code for explosion remnant particles. This is the debris left over by an explosion.
{
type = "particle",
name = "explosion-remnants-particle",
flags = {"not-on-map"},
life_time = 60 * 15,
pictures =
{
sheet =
{
filename = "__base__/graphics/entity ...
{
type = "particle",
name = "explosion-remnants-particle",
flags = {"not-on-map"},
life_time = 60 * 15,
pictures =
{
sheet =
{
filename = "__base__/graphics/entity ...
- Mon Aug 01, 2016 6:12 am
- Forum: Modding help
- Topic: Creating Ore with Projectiles
- Replies: 3
- Views: 1265
Re: Creating Ore with Projectiles
Bah, I'd just started writing an asteroid plugin, but it looks like you're already much further on than me so I'll stop. Regarding ore amount, I have no idea how to solve that issue. Although... What if the asteroid exploded in to several smaller asteroids which themselves deposit iron?
Are you ...
Are you ...
- Sun Jul 31, 2016 5:22 pm
- Forum: Modding help
- Topic: Creating Ore with Projectiles
- Replies: 3
- Views: 1265
Creating Ore with Projectiles
First time post here. Trying to make an asteroid that crashes down as ore, which kinda works. It does create the ore where it hits but ignores the amount field. It only creates a 50 quantity spot. I've been modding for all of 1 day so my mod fu is terribly weak.
data:extend{
{
type = "projectile ...
data:extend{
{
type = "projectile ...