Hi,
How would I check to see what the damage type was that killed a unit?
I.E. I shoot the biter with a gun, it's "Physical"
Laser turret - "Laser".
etc.
Thanks.
Search found 1449 matches
- Fri Mar 01, 2019 4:29 pm
- Forum: Modding help
- Topic: Check to see what damage "type" killed a unit
- Replies: 3
- Views: 498
- Fri Mar 01, 2019 4:24 pm
- Forum: Modding help
- Topic: Help with Fluid Mix Check
- Replies: 0
- Views: 241
Help with Fluid Mix Check
Hi, I have a problem whit the new fluid mechanic. The game crashes due to the new fluid mix check. I have a Solar Boiler in my MOD. The way it works, is that I create a hidden boiler unit when you place a solar panel. --- Bio Solar Boiler / Solar Plant has been built if entity.valid and entity.name ...
- Fri Mar 01, 2019 1:59 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 280018
Re: MOD [ 0.16.x] Bio-Industries
Re: Bio_Industries_0.17.0. I get an error on line 26 of migration file Bio_Industries_2.1.0.lua thus preventing me to load a new game in ver 0.17.2. "bi_tech_advanced_biotechnology" is nil ... Are these migration files necessary for a new save? I deleted the migration folder and the game ...
- Thu Feb 28, 2019 7:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Crash when shooting a unit: "Unset shooting target" (modded)
- Replies: 5
- Views: 536
Re: [0.17.2] Crash when shooting a unit - MOD
So it's something to do with my fire-explosion creation, but what I'm having a hard time determining...
- Thu Feb 28, 2019 7:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Crash when shooting a unit: "Unset shooting target" (modded)
- Replies: 5
- Views: 536
Re: [0.17.2] Crash when shooting a unit - MOD
Okay, so yes I am doing some stuff in control. I have these and this is causing the problem: --- Check for Fire Biter function isFireBiter(entity) return (string.find(entity.name, "ne%-biter%-fire%-") or string.find(entity.name, "ne%-spitter%-fire%-")) end local function On_Death...
- Thu Feb 28, 2019 6:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Crash when shooting a unit: "Unset shooting target" (modded)
- Replies: 5
- Views: 536
[0.17.2] Crash when shooting a unit: "Unset shooting target" (modded)
Hi,
For some reason, I'm getting a CTD when I shoot one of my created units.
I've created 8 new unit types, but for some reason it only seems to crashed on the two red unit types - 1 biter and 1 spitter...
I've attached the MOD, Save and LOG. the Mod has not yet been published.
Thanks.
For some reason, I'm getting a CTD when I shoot one of my created units.
I've created 8 new unit types, but for some reason it only seems to crashed on the two red unit types - 1 biter and 1 spitter...
I've attached the MOD, Save and LOG. the Mod has not yet been published.
Thanks.
- Sat Feb 23, 2019 3:12 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 280018
Re: MOD [ 0.16.x] Bio-Industries 2.6.6
0.17 Update.
I'm out of town Mon-Wed, so won't be able to update the mod till Thu.
IF anyone wants to..
I'm out of town Mon-Wed, so won't be able to update the mod till Thu.
IF anyone wants to..
- Tue Jan 22, 2019 4:38 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Hello do you have any idea why biters are 'turned off'? I started playing with NE and Rampant AI and now turned off Rampant and used a command to kill all biters but they just spawn and they are not doing anything. There were a few attacks before but at some point they stopped moving and I started ...
- Mon Jan 14, 2019 5:57 pm
- Forum: Modding help
- Topic: Spitters attacking trees
- Replies: 1
- Views: 455
Re: Spitters attacking trees
Okay, so I've implemented the below check, when Mine Layers place mines or Unit Launchers launch units, to look for trees in the immediate area and remove them if there. Hoping this will not be too CPU intense and solve the issue of them getting stuck and keeping attaching trees. --- Remove Trees fu...
- Fri Jan 11, 2019 6:04 pm
- Forum: Modding help
- Topic: Spitters attacking trees
- Replies: 1
- Views: 455
Spitters attacking trees
Hi, In my mod, I've added some spitters that shoot mines. I've noticed that sometimes they attack trees, probably if they are stuck or something. As a result you have a lot of mines just piling up. I actually have a check to remove old mines, but was wondering what I could do about this issue? Would...
- Thu Jan 10, 2019 7:28 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Thanks for letting me know Bilka,
I've made the changes.
I've made the changes.
- Mon Jan 07, 2019 8:03 pm
- Forum: Texture Packs
- Topic: Achievement Pictures Request
- Replies: 0
- Views: 1913
Achievement Pictures Request
Hi, I'm hoping to get some Achievement images. I currently have the following 6 Achievements: 3 Total Kill Count of NE Biters: - 10,000 total - 100,000 total - 1,000,000 total 3 Unique type kill. - You killed at least 100 of each type (There are 10 types of NE biters) - You killed at least 10,000 of...
- Sat Dec 22, 2018 1:55 am
- Forum: Modding help
- Topic: Achievement Question
- Replies: 2
- Views: 906
Re: Achievement Question
Thanks, I'm now just remaining my achievements 
- Fri Dec 21, 2018 6:15 pm
- Forum: Modding help
- Topic: Achievement Question
- Replies: 2
- Views: 906
Achievement Question
How do I reset an accomplished Achievement? I'm testing some achievements and now not sure how to reset it. This was the code I enabled the Achievement: for index, player in pairs(game.players) do --give the achievement to every player player.unlock_achievement("you-killed-at-least-of-all-NE&qu...
- Mon Dec 17, 2018 7:37 pm
- Forum: Modding help
- Topic: [Done] Death Log Values
- Replies: 4
- Views: 890
Re: Death Log Values
Thanks guys, I found one more example. I'll be able to figure it out now. for entity_name, kill_count in pairs(player.force.kill_count_statistics.input_counts) do if is_biter(entity_name) then biter_count = biter_count + kill_count elseif is_spawner(entity_name) then spawner_count = spawner_count + ...
- Mon Dec 17, 2018 7:31 pm
- Forum: Modding help
- Topic: [Done] Death Log Values
- Replies: 4
- Views: 890
Re: Death Log Values
Could you possibly tell me how I access/read from this table?
I can't find any examples of how to do this.
Thanks.
I can't find any examples of how to do this.
Thanks.
- Mon Dec 17, 2018 5:46 pm
- Forum: Modding help
- Topic: [Done] script.on_configuration_changed question
- Replies: 4
- Views: 698
Re: script.on_configuration_changed question
Thanks Bilka, appreciate the help!
- Mon Dec 17, 2018 5:44 pm
- Forum: Modding help
- Topic: [Done] Death Log Values
- Replies: 4
- Views: 890
[Done] Death Log Values
I was thinking of adding some Achievements to my mod for the number of biter types you killed. The game already captures every name of biters killed, and displays that when you die or finish the game. https://i.imgur.com/HRPEimU.png How can I read these values? Ideally I'd like to sum the values of ...
- Mon Dec 17, 2018 5:00 pm
- Forum: Modding help
- Topic: [Done] script.on_configuration_changed question
- Replies: 4
- Views: 698
Re: script.on_configuration_changed question
Okay, thanks Bilka, I was wondering how I should handle the following. I'm adding some global variables that I populate with the initial game settings. As an example: global.settler_Group_min_size_NE = game.map_settings.enemy_expansion.settler_group_min_size So I only want to capture the Initial gam...
- Sun Dec 16, 2018 11:09 pm
- Forum: Modding help
- Topic: [Done] script.on_configuration_changed question
- Replies: 4
- Views: 698
[Done] script.on_configuration_changed question
Does "script.on_configuration_changed" only fire if my mod's version changes?
Or does it trigger if other mods or the game version changes also?
Thanks,
Or does it trigger if other mods or the game version changes also?
Thanks,