I have always thought the timespans in the statistics windows (production, power, ...) were too spread appart...
I think ideally we should have 5s, 15sec, 1m, 5m, 10m, 30m, 1h, 2h, 5h, 10h, 25h, 50h, 100h, 250h, 500h, 1000h, 2000h, all
And to not clutter the top bar with and infinite amount of ...
Search found 5 matches
- Sat Jun 14, 2025 1:35 pm
- Forum: Ideas and Suggestions
- Topic: Statistics timespans
- Replies: 0
- Views: 254
- Sat Sep 26, 2020 2:13 am
- Forum: Modding help
- Topic: on_trigger_created_entity event not triggered
- Replies: 3
- Views: 1230
Re: on_trigger_created_entity event not triggered
Okay I've finaly found a workaround, you can see the result in the mod "Sticky capsules".
- Fri Sep 25, 2020 12:48 pm
- Forum: Modding help
- Topic: on_trigger_created_entity event not triggered
- Replies: 3
- Views: 1230
Re: on_trigger_created_entity event not triggered
Thank you very much, I added this line :
--data.lua
data.raw["projectile"]["destroyer-capsule"]["action"]["action_delivery"]["target_effects"].trigger_created_entity = true
Now I can properly catch the event.
But I have another question now ^^ I can create a new discussion if you prefer.
My ...
--data.lua
data.raw["projectile"]["destroyer-capsule"]["action"]["action_delivery"]["target_effects"].trigger_created_entity = true
Now I can properly catch the event.
But I have another question now ^^ I can create a new discussion if you prefer.
My ...
- Fri Sep 25, 2020 3:12 am
- Forum: Modding help
- Topic: on_trigger_created_entity event not triggered
- Replies: 3
- Views: 1230
on_trigger_created_entity event not triggered
Hi,
I think I didn't understand something here :
When I launch a destroyer capsule, it never triggers the event on_trigger_created_entity
--control.lua
script.on_event(defines.events.on_trigger_created_entity,
function(event)
game.print("test")
end
)
despite having set trigger_created_entity ...
I think I didn't understand something here :
When I launch a destroyer capsule, it never triggers the event on_trigger_created_entity
--control.lua
script.on_event(defines.events.on_trigger_created_entity,
function(event)
game.print("test")
end
)
despite having set trigger_created_entity ...
- Sun Sep 30, 2018 7:32 pm
- Forum: Mods
- Topic: [MOD 0.13] Progressive running
- Replies: 52
- Views: 29316
Re: [MOD 0.13] Progressive running
Hey, je passe juste vous remercier pour ce mod quasiment parfait. Juste un petit petit détail, il faudrait ajouter des mots clés dans la description du mod comme "walking" ou "tooggle", j'ai eu un peu de mal à trouver ce mode qui correspondait parfaitement à mes attentes.
Hey, just passing by to ...
Hey, just passing by to ...