Search found 12 matches

by DwarfTech
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 ...
by DwarfTech
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.
by DwarfTech
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 ...
by DwarfTech
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 ...
by DwarfTech
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 ...
by DwarfTech
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 ...
by DwarfTech
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 ...
by DwarfTech
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 ...
by DwarfTech
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 ...
by DwarfTech
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 ...
by DwarfTech
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 ...

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