Hello,
If I'm correct (from what i read on the Wiki), if I set "nil" on the normal difficulty, the recipe will use the properties of the expensive difficulty. What is the purpose of doing that? From what I understand, these two definitions are the same :
{
type = "recipe",
name = "iron-gear ...
Search found 7 matches
- Sun Nov 24, 2019 1:22 pm
- Forum: Modding discussion
- Topic: Nil purpose for recipe/technology difficulties?
- Replies: 1
- Views: 1115
- Wed Nov 06, 2019 4:15 pm
- Forum: Modding help
- Topic: Generate an export of data.raw?
- Replies: 5
- Views: 1542
Generate an export of data.raw?
Hello,
Is there a way to generate an export of the content of data.raw ?
I would like to generate the same type of output than this one : https://gist.githubusercontent.com/Bilka2/6b8a6a9e4a4ec779573ad703d03c1ae7/raw
I just need to do it with my mod activated, so I have also access to the data of ...
Is there a way to generate an export of the content of data.raw ?
I would like to generate the same type of output than this one : https://gist.githubusercontent.com/Bilka2/6b8a6a9e4a4ec779573ad703d03c1ae7/raw
I just need to do it with my mod activated, so I have also access to the data of ...
- Wed Jan 30, 2019 4:00 pm
- Forum: Modding help
- Topic: Radius visualisation picture on assembling machine ?
- Replies: 2
- Views: 1242
Radius visualisation picture on assembling machine ?
Hello,
Is there a way to display a radius visualisation picture around an assembling machine, the same way mining drills does?
My mod has an assembling machine doing scripted stuff in it's radius, and I would like to display the radius before the entity is placed, or when the entity is clicked ...
Is there a way to display a radius visualisation picture around an assembling machine, the same way mining drills does?
My mod has an assembling machine doing scripted stuff in it's radius, and I would like to display the radius before the entity is placed, or when the entity is clicked ...
- Wed Jan 30, 2019 12:36 pm
- Forum: Implemented mod requests
- Topic: [Solved] Filter entities : add shortcut for single tile area
- Replies: 2
- Views: 1161
- Wed Jan 30, 2019 11:19 am
- Forum: Implemented mod requests
- Topic: [Solved] Filter entities : add shortcut for single tile area
- Replies: 2
- Views: 1161
[Solved] Filter entities : add shortcut for single tile area
Hello,
Just a little suggestion, it is not possible to use find_entities_filtered with an area of one tile, for example:
game.surfaces[1].find_entities_filtered{
area = {{-17.5,-5.5}, {-17.5,-5.5}}
}
gives me this error: " An area of zero size is not supported. Either don't define area to ...
Just a little suggestion, it is not possible to use find_entities_filtered with an area of one tile, for example:
game.surfaces[1].find_entities_filtered{
area = {{-17.5,-5.5}, {-17.5,-5.5}}
}
gives me this error: " An area of zero size is not supported. Either don't define area to ...
- Sun Jan 13, 2019 9:33 pm
- Forum: Modding help
- Topic: Is tile placeable at position
- Replies: 3
- Views: 1702
Re: Is tile placeable at position
Yes but how can I test this programmatically ? How can I do something like :
if allowed_to_build(concreteTile, position) then ...
Because I need to test if I'm allowed to build Concrete on a specific tile (E.g. true for ground, false for water) before I do a surface.set_tiles() .
On the game we ...
if allowed_to_build(concreteTile, position) then ...
Because I need to test if I'm allowed to build Concrete on a specific tile (E.g. true for ground, false for water) before I do a surface.set_tiles() .
On the game we ...
- Sun Jan 13, 2019 5:42 am
- Forum: Modding help
- Topic: Is tile placeable at position
- Replies: 3
- Views: 1702
Is tile placeable at position
Hello,
I want to place Concrete automatically, but only on placable tiles. There is a "can_place_entity" function in documentation, but I would like to achieve the same thing for tiles. For example I want to prevent my code to auto-build on water tiles.
I can do :
if surface.get_tile(position ...
I want to place Concrete automatically, but only on placable tiles. There is a "can_place_entity" function in documentation, but I would like to achieve the same thing for tiles. For example I want to prevent my code to auto-build on water tiles.
I can do :
if surface.get_tile(position ...