Hi,
I'm looking to ad a dart gun.
I'm thinking something like a Uzi.
Hoping I can get some art.
Idea
Thanks.
Search found 1449 matches
- Tue Mar 19, 2019 3:00 pm
- Forum: Texture Packs
- Topic: [Request] Dart Gun
- Replies: 0
- Views: 1584
- Mon Mar 18, 2019 8:03 pm
- Forum: Modding help
- Topic: Damage Question
- Replies: 0
- Views: 316
Damage Question
Why does my Artillery Ammo and Dart Turret not show additional damage on them? For the Artillary (Bio Cannon) I have the following: table.insert(data.raw.technology["physical-projectile-damage-5"].effects,{type = "ammo-damage", ammo_category = "Bio_Cannon_Ammo", modifie...
- Mon Mar 18, 2019 5:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.12+] Possible Pollution Bug
- Replies: 1
- Views: 1842
[Bilka] [0.17.12+] Possible Pollution Bug
Hi, In the past, if you added a minus "-" to emissions the pollution was absorbed. Is that still the case with "emissions_per_second_per_watt"? When I added a minus, it does not show up on the entity. On the image below, I gave the emissions values: Nursery: emissions_per_second_...
- Sun Mar 17, 2019 10:26 pm
- Forum: Resource Spawner Overhaul
- Topic: No nests without "Use RSO Biter Generation"
- Replies: 2
- Views: 1437
Re: No nests without "Use RSO Biter Generation"
Also, see my post here:
viewtopic.php?f=190&t=31445&p=413838#p413838
On further testing, I don't think this has anything to do with RSO, but rather NE Enemies and Rampant combination. But not 100% sure.
viewtopic.php?f=190&t=31445&p=413838#p413838
On further testing, I don't think this has anything to do with RSO, but rather NE Enemies and Rampant combination. But not 100% sure.
- Sun Mar 17, 2019 10:25 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 322276
Re: [MOD 0.13.17+] Rampant - 0.17.9
FYI, I just stared a new game, and still getting a lot of worm spawns. It might have something to do with RSO and Rampant? Odd thing is, if I disable RSO and regenerate the map, I only get worms and no nests... EDIT: Seems like NE Enemies, "Remove Vanilla Spawners" causes Rampant not to sp...
- Sun Mar 17, 2019 10:15 pm
- Forum: Resource Spawner Overhaul
- Topic: No nests without "Use RSO Biter Generation"
- Replies: 2
- Views: 1437
No nests without "Use RSO Biter Generation"
FYI,
If I un-check "Use RSO Biter Generation" with Rampant installed, I only get worms and no Biter nests.
If I un-check "Use RSO Biter Generation" with Rampant installed, I only get worms and no Biter nests.
- Sun Mar 17, 2019 9:17 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 322276
Re: [MOD 0.13.17+] Rampant - 0.17.9
Man, these attack waves are kicking my ass! I'm 10 hours into my game, survived some early waves, but this one just overwhelms me. My turret wall has no chance. Even if I fill this initial attack, a much larger attack is minutes away... https://i.imgur.com/ViKUcHN.png Was wondering how other people ...
- Thu Mar 14, 2019 12:57 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 322276
- Wed Mar 13, 2019 8:01 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 322276
Re: [MOD 0.13.17+] Rampant - 0.17.7
Came across a lot of worms in my latest game:
- Wed Mar 13, 2019 4:55 pm
- Forum: Modding help
- Topic: [Done] Help with Code
- Replies: 2
- Views: 506
Re: Help with Code
Thanks!
- Tue Mar 12, 2019 7:47 pm
- Forum: Modding help
- Topic: [Done] Help with Code
- Replies: 2
- Views: 506
[Done] Help with Code
Hi, I'l looking to create some code that will create a list of dynamic names, based on the available damage types. For each type, create a set of 1-10 values. Let's say there are 3 damage types: Physical, Laser and Poison, then the names would range from: Physical-01-Laser-01-Poison-01 ... Physical-...
- Tue Mar 12, 2019 7:21 pm
- Forum: Modding interface requests
- Topic: "walking_speed_modifier" for Enemy Units
- Replies: 8
- Views: 1320
Re: "walking_speed_modifier" for Enemy Units
Is this the one having to do with terrain? Like making terrain that slows enemies? Because if so, that would be a poor solution, having to pick every enemy and check the terrain they are on. There is a flag for units being affected by tiles, `affected_by_tiles`. It defaults to false. The followthro...
- Tue Mar 12, 2019 5:38 pm
- Forum: Modding interface requests
- Topic: "walking_speed_modifier" for Enemy Units
- Replies: 8
- Views: 1320
"walking_speed_modifier" for Enemy Units
Could we please get a Speed Modifier that affects Enemy units.
It appears that "walking_speed_modifier" only affects the player.
Thanks.
It appears that "walking_speed_modifier" only affects the player.
Thanks.
- Mon Mar 11, 2019 7:47 pm
- Forum: Won't implement
- Topic: Add "damage_type" to "on_entity_died"
- Replies: 3
- Views: 852
Add "damage_type" to "on_entity_died"
Hi,
Currently "damage_type" is not available for "on_entity_died", it's only on "on_entity_damaged"
Anyway we can please get it added to "on_entity_died" so I can determine what type of damage killed a unit?
Thanks.
Currently "damage_type" is not available for "on_entity_died", it's only on "on_entity_damaged"
Anyway we can please get it added to "on_entity_died" so I can determine what type of damage killed a unit?
Thanks.
- Mon Mar 11, 2019 7:42 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 317982
Re: MOD [ 0.16.x] Bio-Industries
so sad that bio industries does not run without bobs anymore (i have come to a point in my first modded 0.17 playthrough were i would startup woodproduktion for wood/coal gasification...)[this mod was a good companion in manymany playthrough´s... far well god friend as i do not tend to play with bo...
- Mon Mar 11, 2019 6:39 pm
- Forum: Not a bug
- Topic: [Bug] Ammo Damage Values not showing up
- Replies: 1
- Views: 498
[Bug] Ammo Damage Values not showing up
Not sure if this is a bug or intended.
If you give an Ammo Recipe a description in Local, then the damage values don't appear.
If you remove the recipe description, they show up.
Same fur a turret.
Thanks.
If you give an Ammo Recipe a description in Local, then the damage values don't appear.
If you remove the recipe description, they show up.
Same fur a turret.
Thanks.
- Mon Mar 11, 2019 5:19 pm
- Forum: Modding help
- Topic: Biter Speed Modifier
- Replies: 2
- Views: 805
Biter Speed Modifier
Hi, In my mod I have Decelerate Concrete and the idea was to slow down enemies. Unfortunately it looks like "walking_speed_modifier" only affects the players speed and not enemy unit speed. Is there a way I can slow down enemy units? --- Decelerate_concrete { type = "tile", name ...
- Thu Mar 07, 2019 6:12 pm
- Forum: Bob's mods
- Topic: Bob's Blueprints
- Replies: 4
- Views: 8972
Re: Bob's Blueprints
I was looking for something like this. Very Early Science 1 & 2 I can use to get stuff started on a death world. https://i.imgur.com/rqjrJI0.jpg 0eNq9XNtu4zYQ/ZVAD32yC/FO5Tf6WCwWskIkwtqSIcndLhb598qxnTjpUD4z2fYpsGMdnrmRw+FQP4vN9pD2Q9tNxf3Pom36bizu//xZjO1jV2+P300/9qm4L9op7YpV0dW746dNPbbNehrqbtz3w7...
- Wed Mar 06, 2019 6:33 pm
- Forum: Bob's mods
- Topic: Bob's Blueprints
- Replies: 4
- Views: 8972
Bob's Blueprints
Does anyone have some early Bob's Blueprints they can share?
I'm specifically looking for a very early, compact Science 1 & 2.
Thanks.
I'm specifically looking for a very early, compact Science 1 & 2.
Thanks.
- Sun Mar 03, 2019 2:13 am
- Forum: Modding help
- Topic: Check to see what damage "type" killed a unit
- Replies: 3
- Views: 652
Re: Check to see what damage "type" killed a unit
Hmm,
So "on_entity_damaged" has damage type, but "on_entity_died" does not.
I assume if there is a "final_damage_amount" with "on_entity_damaged", then it means the unit was killed by that?
So "on_entity_damaged" has damage type, but "on_entity_died" does not.
I assume if there is a "final_damage_amount" with "on_entity_damaged", then it means the unit was killed by that?