Search found 12 matches
- Fri Feb 14, 2025 11:57 am
- Forum: Modding discussion
- Topic: [Question] Setting Player Entity Armor/Weapon Slots Like Vehicles?
- Replies: 0
- Views: 336
[Question] Setting Player Entity Armor/Weapon Slots Like Vehicles?
As the title asks, I'm curious if the character entity can have its armor slot and/or weapon slots set to a defined, non-removable item, much in the same way cars/tanks come with their own non-removable weapon. Is this something unique to the car prototype, or can it be used by the character ...
- Sun Jan 14, 2024 2:24 am
- Forum: Modding help
- Topic: Help dividing entity stats based on existing entity stats
- Replies: 9
- Views: 1587
Re: Help dividing entity stats based on existing entity stats
Everything seems to work now peachily, thanks everybody for all the help with my troubleshooting.
- Sun Jan 14, 2024 1:47 am
- Forum: Modding help
- Topic: Help dividing entity stats based on existing entity stats
- Replies: 9
- Views: 1587
Re: Help dividing entity stats based on existing entity stats
Okay okay man, no need to be aggressive about it. I'm far from a professional modder/programmer and make simple mistakes all the time. When I pasted it to work things out I forgot to add the stone furnace bit back in. And I saw the error myself, else I wouldn't have posted it here. Anyway, thanks ...
- Sat Jan 13, 2024 10:43 pm
- Forum: Modding help
- Topic: Help dividing entity stats based on existing entity stats
- Replies: 9
- Views: 1587
Re: Help dividing entity stats based on existing entity stats
Thank ye. I've revised using your advice and code to test, it does clear that error up. That said, I'm encountering another error, this time as follows (attached as a screenshot). I'll also attach the full code block as it is right now:
if mods["wtxElectrifiedStoneFurnace"] then
local stone ...
if mods["wtxElectrifiedStoneFurnace"] then
local stone ...
- Sat Jan 13, 2024 7:09 am
- Forum: Modding help
- Topic: Help dividing entity stats based on existing entity stats
- Replies: 9
- Views: 1587
Re: Help dividing entity stats based on existing entity stats
Thanks for the help there. I went back and double checked the energy section, and I have no idea where I got the energy_consumption from. Changing it to energy_usage did indeed clear that error up. Now I'm presented with an error about performing arithmetic on field 'energy_usage' (a string value ...
- Sat Jan 13, 2024 6:10 am
- Forum: Modding help
- Topic: Help dividing entity stats based on existing entity stats
- Replies: 9
- Views: 1587
Re: Help dividing entity stats based on existing entity stats
Thanks. Now having issues with the stone furnace part, keeps saying attempted to index "stone-furnace", a nil value. Any help there? I'm new to this, but assumed referencing it via data.raw would be enough.
Edit: Through some manner of dithering, that error has disappeared, replaced by "attempted ...
Edit: Through some manner of dithering, that error has disappeared, replaced by "attempted ...
- Sat Jan 13, 2024 4:50 am
- Forum: Modding help
- Topic: Help dividing entity stats based on existing entity stats
- Replies: 9
- Views: 1587
Help dividing entity stats based on existing entity stats
Hello all! I'm in need of a little help with balancing a new entity based on the stats of another. What I'm wanting to do is set the power use of the furnace from the 'Electrified Stone Furnace' mod (via a separate personal tweak mod) to always be half the energy consumption of the vanilla furnace ...
- Mon Jan 16, 2023 3:05 am
- Forum: Modding help
- Topic: [Scripting Assistance] Help referencing procedurally generated recipe name
- Replies: 1
- Views: 890
[Scripting Assistance] Help referencing procedurally generated recipe name
Heyo. Modding noob returning to development, and I'm having issues referencing a specific recipe function as I'm unsure what to call given it's dynamically generated. For a bit of further reference, this is the recipe I'm trying to reference, part of the mod Beekeeping in recipes.lua:
prototypes ...
prototypes ...
- Wed Dec 22, 2021 5:37 am
- Forum: Modding help
- Topic: [Scripting Assistance] Trying to set dynamically generated techs to unlocked by default
- Replies: 2
- Views: 1205
Re: [Scripting Assistance] Trying to set dynamically generated techs to unlocked by default
Thanks a bunch! Works spectacularly.
- Wed Dec 22, 2021 4:18 am
- Forum: Modding help
- Topic: [Scripting Assistance] Trying to set dynamically generated techs to unlocked by default
- Replies: 2
- Views: 1205
[Scripting Assistance] Trying to set dynamically generated techs to unlocked by default
Hello once again. Since my last post and all the help I've gotten there, I've started on a new project which is going well so far. It's going to be an addon for Beekeeping 2 which enables all bee techs from the beginning, and adjusts recipes such that it can be used to start up in a seablock-style ...
- Wed Dec 08, 2021 7:21 am
- Forum: Modding help
- Topic: [Scripting Assistance] Help identifying mining drill functions
- Replies: 10
- Views: 3577
Re: [Scripting Assistance] Help identifying mining drill functions
Thanks for the advice. If auto-output with no resources isn't possible, I suppose I'll have to go with spawning stone tiles under. I've been trying to make a script for that, but I'm still fumbling a lot with it. I'm starting to learn how some functions work through both the wiki and studying other ...
- Sun Dec 05, 2021 9:03 am
- Forum: Modding help
- Topic: [Scripting Assistance] Help identifying mining drill functions
- Replies: 10
- Views: 3577
[Scripting Assistance] Help identifying mining drill functions
Hello all. This is my first post here, and I'm quite new to .lua and scripts using it. I'm trying to make mining drills which have no mineable resources continue to mine up basic stone as if they were on a stone patch. However, I have tried studying scripts and looking up relevant functions on lua ...