Search found 7 matches
- Mon Mar 21, 2016 5:44 am
- Forum: Modding help
- Topic: Access to a robot's energy
- Replies: 3
- Views: 1404
Re: Access to a robot's energy
Yes. Tried that. I get an error saying "Entity doesn't have an energy_source."
- Sun Mar 20, 2016 3:11 am
- Forum: Modding help
- Topic: Access to a robot's energy
- Replies: 3
- Views: 1404
Access to a robot's energy
I wanted to create a robot charging pole that charges every robot within a certain radius. In control.lua, I have everything working except the actual charging of robots. How can I get access to and change the robot's energy levels?
This is what I have so far:
local radius = 50
local ...
This is what I have so far:
local radius = 50
local ...
- Wed Mar 16, 2016 9:53 pm
- Forum: Mods
- Topic: [0.11.x] Magnet
- Replies: 26
- Views: 34290
Re: [0.11.x] Magnet
Hi everyone! I loved this mod, but unfortunately, it doesn't work in 0.12 since there were a lot of name changes to the scripting stuffs. Well, it didn't work, until now!
I went through and updated the mod. Basically, all that changed was some naming conventions, so I added a bunch of under-scores ...
I went through and updated the mod. Basically, all that changed was some naming conventions, so I added a bunch of under-scores ...
- Fri Jun 12, 2015 3:40 am
- Forum: Modding help
- Topic: Experienced C++ programmer new to LUA
- Replies: 5
- Views: 2900
Re: Experienced C++ programmer new to LUA
It'd only really take a performance hit at load/compile time if done properly.
And no, I'm trying to access the number of filters, not set them. I'm attempting to loop through all of the filters in the inserter and add them to the inventory it's pointed at (trying to make a creative chest, based ...
And no, I'm trying to access the number of filters, not set them. I'm attempting to loop through all of the filters in the inserter and add them to the inventory it's pointed at (trying to make a creative chest, based ...
- Wed Jun 10, 2015 3:20 am
- Forum: Won't implement
- Topic: [Reques] entity.prototype return specific prorotype
- Replies: 3
- Views: 5288
Re: [Reques] entity.prototype return specific prorotype
Yes, this would be a perfect option. I'd love it if keys didn't have to be added in the C++ code for it to be accessible in lua. Hide only the more important variables that would break the game if changed.
- Wed Jun 10, 2015 3:09 am
- Forum: Modding help
- Topic: Experienced C++ programmer new to LUA
- Replies: 5
- Views: 2900
Re: Experienced C++ programmer new to LUA
Really? Every new variable added in lua has to be added in C++ as well? Not only that, it has to be allowed to access it? That's kinda lame and doesn't allow for much creativity in the creation of mods if only the very basic properties are allowed to be accessed and changed.
Even for alpha, that ...
Even for alpha, that ...
- Wed Jun 10, 2015 12:37 am
- Forum: Modding help
- Topic: Experienced C++ programmer new to LUA
- Replies: 5
- Views: 2900
Experienced C++ programmer new to LUA
I'm trying to obtain access to a variable in an entity prototype.
for i = 1, game.entityprototypes["item-name"].filter_count do
Comes up with an error saying that item prototypes doesn't contain the key "filter_count". However, the item I'm trying to access does have a filter_count, it's a smart ...
for i = 1, game.entityprototypes["item-name"].filter_count do
Comes up with an error saying that item prototypes doesn't contain the key "filter_count". However, the item I'm trying to access does have a filter_count, it's a smart ...