Search found 1449 matches

by TheSAguy
Tue Mar 19, 2019 3:00 pm
Forum: Texture Packs
Topic: [Request] Dart Gun
Replies: 0
Views: 1584

[Request] Dart Gun

Hi,

I'm looking to ad a dart gun.
I'm thinking something like a Uzi.

Hoping I can get some art.
Idea

Thanks.
by TheSAguy
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...
by TheSAguy
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_...
by TheSAguy
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.
by TheSAguy
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...
by TheSAguy
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.
by TheSAguy
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 ...
by TheSAguy
Thu Mar 14, 2019 12:57 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 322276

Re: [MOD 0.13.17+] Rampant - 0.17.7

Veden wrote:
Thu Mar 14, 2019 12:34 am
TheSAguy wrote:
Wed Mar 13, 2019 8:01 pm
Came across a lot of worms in my latest game:

Image
Was this a game started before Rampant 0.17.7?
Yes, it's about a week old, so I think there was a Rampant update or two.
by TheSAguy
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:

Image
by TheSAguy
Wed Mar 13, 2019 4:55 pm
Forum: Modding help
Topic: [Done] Help with Code
Replies: 2
Views: 506

Re: Help with Code

Thanks!
by TheSAguy
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-...
by TheSAguy
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...
by TheSAguy
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.
by TheSAguy
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.
by TheSAguy
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...
by TheSAguy
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.
by TheSAguy
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 ...
by TheSAguy
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...
by TheSAguy
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.
by TheSAguy
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?

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