Search found 1449 matches

by TheSAguy
Fri Mar 01, 2019 4:29 pm
Forum: Modding help
Topic: Check to see what damage "type" killed a unit
Replies: 3
Views: 498

Check to see what damage "type" killed a unit

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.
by TheSAguy
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 ...
by TheSAguy
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 ...
by TheSAguy
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...
by TheSAguy
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...
by TheSAguy
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.
by TheSAguy
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.. :)
by TheSAguy
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 ...
by TheSAguy
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...
by TheSAguy
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...
by TheSAguy
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.
by TheSAguy
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...
by TheSAguy
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 :)
by TheSAguy
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...
by TheSAguy
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 + ...
by TheSAguy
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.
by TheSAguy
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!
by TheSAguy
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 ...
by TheSAguy
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...
by TheSAguy
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,

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