You can't create new entity types (also called prototypes), since those are hard coded right now.
However, you do have several options you can change to make it act like you want to.
In your example, a centrifuge acts just like a chemical plant, but has different recipes. Then copy the entity ...
Search found 7 matches
- Tue Feb 10, 2015 12:22 pm
- Forum: Modding help
- Topic: Creating Custom Entities
- Replies: 3
- Views: 3564
- Sun Feb 08, 2015 8:38 am
- Forum: Won't implement
- Topic: Event Requests
- Replies: 4
- Views: 6601
Re: Event Requests
oncrafteditem - called when a assembly machine / furnace creates an entity. returns item/entity
For that you could call the Entity.getoutputinventory on the furnace/assembly to check for updates. If an item appears in the output inventory without one having been taken, then it has crafted one item ...
For that you could call the Entity.getoutputinventory on the furnace/assembly to check for updates. If an item appears in the output inventory without one having been taken, then it has crafted one item ...
- Wed Feb 04, 2015 7:43 pm
- Forum: Implemented mod requests
- Topic: [Request]Access to entity properties from control code
- Replies: 4
- Views: 7159
Re: [Request]Access to entity properties from control code
I'm not sure if you know about this, but you can use the game.entityprototypes table to access properties of entity prototypes from control.lua.
That is a good one, I did not know about it, but as FreeER said, it doesn't give you access to all properties.
it's a desired feature that's simply not ...
That is a good one, I did not know about it, but as FreeER said, it doesn't give you access to all properties.
it's a desired feature that's simply not ...
- Tue Feb 03, 2015 12:56 pm
- Forum: Implemented mod requests
- Topic: [Request]Access to entity properties from control code
- Replies: 4
- Views: 7159
[Request]Access to entity properties from control code
I would think it would make modding very much easier if there was a method to get a hold of the properties set in files like entity.lua from control code, like control.lua.
In the past few days I've been doing things where I wish I could just write a line like
area = event.createdentity ...
In the past few days I've been doing things where I wish I could just write a line like
area = event.createdentity ...
- Sun Feb 01, 2015 8:06 pm
- Forum: Modding help
- Topic: Loaders and custom entity types
- Replies: 2
- Views: 2324
Re: Loaders and custom entity types
Thank you, I think simple-entity might be a good option, since it doesn't seem to have any other functionality code around it and thus will probably be the most future-proof option.
- Sun Feb 01, 2015 4:41 am
- Forum: Modding help
- Topic: Loaders and custom entity types
- Replies: 2
- Views: 2324
Loaders and custom entity types
I ran into a problem when I wanted to make an entity that doesn't share nodes with any vanilla entity type, so I thought I'd create my own. Unfortunately, it throws the error that the Loaders don't know how to handle that. I really don't want to hack an inserter or assembly machine or anything like ...
- Thu Jan 22, 2015 10:20 am
- Forum: Mods
- Topic: [MOD 0.12.0] Fluid Barrel (1.0.0)
- Replies: 42
- Views: 79942
Re: [MOD 0.11.x] Fluid Barrel (1.0.0)
Is there any specific reason to have a brand new tech unlock for it? As I see it, from a game story standpoint, it should really be the same process as filling crude oil barrels, which you get from Liquid Handling (1?).
Great mod though, I've always found it odd that only crude oil can be barrelled.
Great mod though, I've always found it odd that only crude oil can be barrelled.