I used this as test and it works! Thanks you
game.onevent(defines.events.onentitydied, function(event)
game.onevent(defines.events.onentitydied, function(event)
--game.showmessagedialog{text = {"msg-someone-dead"}}
if event.entity.type == "unit" then
game.player.insert({name="iron-ore ...
Search found 13 matches
- Thu Jan 01, 2015 11:41 am
- Forum: Modding help
- Topic: Delete items on biters death
- Replies: 3
- Views: 1943
- Mon Dec 29, 2014 12:23 pm
- Forum: Modding help
- Topic: Delete items on biters death
- Replies: 3
- Views: 1943
Re: Delete items on biters death
Found so far this event: onentitydied.
Cause there is only one primer cause of death for biters I think it will be enough to check if a biter was killed.
Still looking who to delete an time/items on at this event... Would be cool if someone had an example with onentitydied...
Cause there is only one primer cause of death for biters I think it will be enough to check if a biter was killed.
Still looking who to delete an time/items on at this event... Would be cool if someone had an example with onentitydied...
- Mon Dec 29, 2014 11:51 am
- Forum: Modding help
- Topic: Delete items on biters death
- Replies: 3
- Views: 1943
Delete items on biters death
Hi, I have an idea for a mod and I would like to scout if it is technical possible.
What I want to do is to pay for the kill of each biter or nest. Money can be items or some virtual numbers.
Money as an item:
When a biter is killed an amount of money-items is deleted.
Money as virtual number ...
What I want to do is to pay for the kill of each biter or nest. Money can be items or some virtual numbers.
Money as an item:
When a biter is killed an amount of money-items is deleted.
Money as virtual number ...
- Thu Dec 25, 2014 11:41 am
- Forum: Ideas and Suggestions
- Topic: Factorio Economics
- Replies: 12
- Views: 5354
Re: Factorio Economics
Agreed, but what I don't want is, that the player is forced to go into one direction. It is his decision. What the game provides are some benefits for one or the other direction. If you need to pay for every kill, well, that kills also the fun killing them. :twisted: That is not, what I want to ...
- Thu Dec 25, 2014 11:28 am
- Forum: Ideas and Suggestions
- Topic: Factorio Economics
- Replies: 12
- Views: 5354
Re: Factorio Economics
Maybe this should be a multiplayer focused mod.
Players are able to pay eachother for power, commodities and land.
One player secures some land and then another player rents the land for x amount of money or commodities.
Players could then declare war against eachother over land, money or even ...
Players are able to pay eachother for power, commodities and land.
One player secures some land and then another player rents the land for x amount of money or commodities.
Players could then declare war against eachother over land, money or even ...
- Mon Dec 22, 2014 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Economics
- Replies: 12
- Views: 5354
Re: Factorio Economics
I can think of this idea like so:
.....
So - see just here on earth what happens: The whales have been killed, many thousands per year, but since Greenpeace this isn't that easy anymore.
The same will happen - and I'm quite sure with this! - in 1000 years, when we come to such a planet with ...
.....
So - see just here on earth what happens: The whales have been killed, many thousands per year, but since Greenpeace this isn't that easy anymore.
The same will happen - and I'm quite sure with this! - in 1000 years, when we come to such a planet with ...
- Mon Dec 22, 2014 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Economics
- Replies: 12
- Views: 5354
Re: Factorio Economics
You guys are lacking imagination :)
You can always see at this as some intergalactic organisation lending a planet (or part of a planet) to some weirdo, who wants to build giant factory on his own.
So the taxes are being paid to that organisation.
But!
I'm afraid the only thing how taxes, licenses ...
You can always see at this as some intergalactic organisation lending a planet (or part of a planet) to some weirdo, who wants to build giant factory on his own.
So the taxes are being paid to that organisation.
But!
I'm afraid the only thing how taxes, licenses ...
- Sun Dec 21, 2014 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Factorio Economics
- Replies: 12
- Views: 5354
Factorio Economics
Hi all,
my name is Kasper and I work in an IT/Economist role in an utility company in Sweden.
I like the industrial side of the game but I really lack a challenge. In our world with our economic structure the real challenge is not to build a factory but make it profitable. And there are few thing ...
my name is Kasper and I work in an IT/Economist role in an utility company in Sweden.
I like the industrial side of the game but I really lack a challenge. In our world with our economic structure the real challenge is not to build a factory but make it profitable. And there are few thing ...
- Sat Jul 19, 2014 7:16 am
- Forum: Maps and Scenarios
- Topic: [0.10.1] The Bay
- Replies: 11
- Views: 20704
Re: [0.10.1] The Bay
True, that after you got cuppper it is easy. I think here it is more about time. Because you need to whatch your pollution. I for example meed to spread my industry in the erea. Would be interesting to see the solution of you, how you managed it.
- Sat Jul 05, 2014 7:44 pm
- Forum: Maps and Scenarios
- Topic: [0.10.1] The Bay
- Replies: 11
- Views: 20704
Re: [0.10.1] The Bay
Played now for about 10 hours.
The map is playebale. But you need realy to think what to do.
Very good concept from you. I like also that the map looks natural and not artifitial.
The map is playebale. But you need realy to think what to do.
Very good concept from you. I like also that the map looks natural and not artifitial.
- Sat Jul 05, 2014 12:21 pm
- Forum: Maps and Scenarios
- Topic: [0.10.1] The Bay
- Replies: 11
- Views: 20704
Re: [0.10.1] The Bay
Now I dont like Factorio
it is too hard!
Nice map. A real challenge
![Sad :(](./images/smilies/icon_e_sad.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
- Sat Jul 05, 2014 8:11 am
- Forum: Mods
- Topic: [MOD 0.10.0] Variant Resource Spawning v0.0.2
- Replies: 14
- Views: 21430
Re: [MOD 0.10.0] Variant Resource Spawning v0.0.2
Not, it was notkolli wrote:Is base mod enabled?kasper747 wrote:data.lua:1: attempt to index field 'resource' (a nil value)
![Smile :)](./images/smilies/icon_e_smile.gif)
Toggling ir on solved the problem. Thanks!
- Fri Jul 04, 2014 4:28 pm
- Forum: Mods
- Topic: [MOD 0.10.0] Variant Resource Spawning v0.0.2
- Replies: 14
- Views: 21430
Re: [MOD 0.10.0] Variant Resource Spawning v0.0.2
The mod seems not to work in 10.0, 10.1 and 10.2. However works in 10.0
Getting Error:
data.lua:1: attempt to index field 'resource' (a nil value)
I find the mod realy interesting. Would like if some one can help me with the error.
Getting Error:
data.lua:1: attempt to index field 'resource' (a nil value)
I find the mod realy interesting. Would like if some one can help me with the error.