Code: Select all
on_post_entity_died ( event)
local surface_index = event.surface_index
local surface_name = game.surfaces[surface_index].name
game.print ('surfaceindex: '..surface_index..'; surface name: '..surface_name)
end
Code: Select all
on_post_entity_died ( event)
local surface_index = event.surface_index
local surface_name = game.surfaces[surface_index].name
game.print ('surfaceindex: '..surface_index..'; surface name: '..surface_name)
end
He must be the markdown syntax as:micromario wrote: Fri Apr 26, 2024 12:37 pm For Pyanodons we frequently love to leave extra context in the changelog via hyperlinks.
Would it be possible to automatically convert these into real links?
![]()
Code: Select all
[Annotorio](https://mods.factorio.com/mod/Annotorio)
Thanks! Also custom sound?boskid wrote: Mon Oct 09, 2023 11:28 am Implemented for 1.1.93: print's second parameter will accept a PrintSettings where { sound = defines.print_sound.never } can be given.
Are you sure that you have a mask while the prototype copying?Lazarus_Octern wrote: Fri Feb 10, 2023 9:19 pm
If anybody has any idea on why that is happening i would love to hear it.
https://lua-api.factorio.com/latest/LuaRendering.htmlMekoNix wrote: Mon Feb 27, 2023 4:24 pm I'm new to modding and looking for advice. I want to make a mod that adds weather and I need something like falling snow, rain and lightning on the screen. How to make such effects for the player, and is it even possible?
Thank you in advance!
Code: Select all
inputEntity.linked_belt_type = "input"
outputEntity.linked_belt_type = "output"
There is a script for that:AlveKatt wrote: Tue Mar 01, 2022 1:37 pm Your sprite sheet will be bigger with a lot of empty space, but I think you have to live with that.