entity.minable.results does not support this.
You could use the control.lua event on_player_mined_entity to do whatever you want when a fish is mined.
Search found 3700 matches
- Fri May 26, 2023 3:27 am
- Forum: Modding help
- Topic: entity.minable.results = random?
- Replies: 8
- Views: 1185
- Mon May 22, 2023 7:21 pm
- Forum: Modding help
- Topic: How to replace entities on tiles in a migration
- Replies: 20
- Views: 2709
Re: How to replace entities on tiles in a migration
You can use migrations.lua, you don't need control.lua.AlmightyCrumpet wrote: ↑Mon May 22, 2023 3:42 pmI'm confused, why would I migrate in the control.lua?
I only want this to run once, when updating to this version, so surely utilizing the migration functionality is ideal?
The reason to use lua is it offers more functionality than json.
- Sun May 21, 2023 9:46 pm
- Forum: Modding help
- Topic: How to replace entities on tiles in a migration
- Replies: 20
- Views: 2709
Re: How to replace entities on tiles in a migration
You can use script.on_configuration_changed to migrate in control.lua. You need to keep your old data.lua entity names so they aren't deleted.
- Sat May 13, 2023 1:57 am
- Forum: Modding help
- Topic: Control tanks/character/cars without player
- Replies: 4
- Views: 730
Re: Control tanks/character/cars without player
This works for characters, including characters in a car/tank. /c character = game.player.character target = game.player.selected script.on_event(defines.events.on_tick, function() if character and character.valid and target and target.valid then character.shooting_state = {state=defines.shooting.sh...
- Sun Apr 30, 2023 2:11 am
- Forum: Modding help
- Topic: Place entity on the water edge
- Replies: 10
- Views: 1369
Re: Place entity on the water edge
The game will only read the data.lua fields that match the entity type. You can't add a recipe to an offshore pump. And you can't add water detection to an assembling machine.
- Thu Apr 27, 2023 1:42 am
- Forum: Modding help
- Topic: Place entity on the water edge
- Replies: 10
- Views: 1369
Re: Place entity on the water edge
The offshore pump water detection feature is not exposed to modders. What you can do is make two entities. Entity 1 is an offshore pump, entity 2 is an assembling machine. Use the item to place entity 1. Then use control.lua scripting to swap to entity 2 in the on_built_entity and on_robot_built_ent...
- Mon Apr 17, 2023 1:49 am
- Forum: Gameplay Help
- Topic: Circuit chest
- Replies: 3
- Views: 824
Re: Circuit chest
0eNrFVttuozAQ/ZVqnp2qkBAStPsX+7aqkAOTdrRgI2OizUb8+47xtiUpISHbqi9RfJnjM+fMYB9gUzRYGVIWkgNQplUNyc8D1PSkZOHm7L5CSIAsliBAydKNcswoRzPLdLkhJa020AogleNvSIJWXASorcx+zbZUWEYhVaPhPz2MsH0UgMqSJfSMusE+VU254Z1J8ArlOFupbJ+MgErXHKuVY+DwVveRgD0k8fw+4mNyMpj59YVwENboIt3gs9wRx3OQ53ZGjR0Z2/DMWz7djtkPl0KmGydn0BPksZtWyp...
- Thu Mar 16, 2023 1:05 am
- Forum: Modding help
- Topic: Event for entity configuration changes
- Replies: 2
- Views: 632
Re: Event for entity configuration changes
This is the same issue as constant combinators. viewtopic.php?f=25&t=102702
- Mon Mar 06, 2023 1:53 am
- Forum: Ideas and Requests For Mods
- Topic: "Demands"
- Replies: 13
- Views: 2183
Re: "Demands"
This is already in the game as the "Supply challenge" scenario.
- Sun Feb 26, 2023 6:21 am
- Forum: Technical Help
- Topic: “factorio” can’t be opened because Apple cannot check it for malicious software.
- Replies: 4
- Views: 1095
- Sun Feb 26, 2023 5:04 am
- Forum: Modding help
- Topic: Getting list of all generated chunks
- Replies: 2
- Views: 724
Re: Getting list of all generated chunks
Yes, the iterator can be stored. The stored iterator contains the current chunks, even if they were generated after it was created. It might not catch some newly created chunks, if they are inserted before the current position. When the iterator reaches the end of the list it stops iterating, even i...
- Thu Feb 09, 2023 5:56 am
- Forum: Modding help
- Topic: A spider mod. The equipment is immediately inserted into the grid.
- Replies: 7
- Views: 1375
Re: A spider mod. The equipment is immediately inserted into the grid.
Yes, the grid is always created empty. It is hard to catch items when they are created because there is no event for it. You could watch the player's inventory though. function set_spider_inventory(grid) grid.put{name="battery-mk2-equipment", position={1,1}} end script.on_event(defines.eve...
- Thu Feb 09, 2023 5:31 am
- Forum: Modding help
- Topic: A spider mod. The equipment is immediately inserted into the grid.
- Replies: 7
- Views: 1375
Re: A spider mod. The equipment is immediately inserted into the grid.
Code: Select all
script.on_event(defines.events.on_built_entity, function(event)
if event.created_entity.name == "spidertron" then
event.created_entity.grid.put{name="battery-mk2-equipment", position={1,1}}
end
end)
- Wed Feb 01, 2023 12:18 am
- Forum: Modding help
- Topic: Can I create a combinator with multiple input/output connection points?
- Replies: 4
- Views: 973
Re: Can I create a combinator with multiple input/output connection points?
No, the 4 WireConnectionPoint's correspond to 4 directions. You only get 1 red and 1 green input connection, and 1 red and 1 green output connection.
You have to use multiple entities if you want more connections.
You have to use multiple entities if you want more connections.
- Tue Jan 31, 2023 1:37 pm
- Forum: Gameplay Help
- Topic: Has anyone done or got tips for a "no steam" play?
- Replies: 7
- Views: 1371
Re: Has anyone done or got tips for a "no steam" play?
You can use a cheat to do it:
Code: Select all
/command game.player.insert{name="solar-panel", count=1}
- Tue Jan 31, 2023 1:34 pm
- Forum: Gameplay Help
- Topic: Has anyone done or got tips for a "no steam" play?
- Replies: 7
- Views: 1371
Re: Has anyone done or got tips for a "no steam" play?
If you want to avoid all boilers, give yourself a single solar panel at the start to run your labs.
- Sun Jan 29, 2023 10:04 pm
- Forum: This Forum
- Topic: "Copy blueprint" button in topic review section reloads the page
- Replies: 1
- Views: 1035
Re: "Copy blueprint" button in topic review section reloads the page
In HTML, <button> has type="submit" by default. This means an unmodified button will refresh the page.
To work around this, give the button type="button".
The button in the reply is unmodified because the blueprint script failed. Figuring out why it failed is trickier.
To work around this, give the button type="button".
The button in the reply is unmodified because the blueprint script failed. Figuring out why it failed is trickier.
- Mon Jan 23, 2023 3:50 am
- Forum: Modding help
- Topic: Migration file order
- Replies: 9
- Views: 1178
Re: Migration file order
It uses ascending order.
- Mon Jan 16, 2023 3:29 am
- Forum: Modding help
- Topic: [Scripting Assistance] Help referencing procedurally generated recipe name
- Replies: 1
- Views: 532
Re: [Scripting Assistance] Help referencing procedurally generated recipe name
/c name = "biter-larva-2" pattern = "^(%w+)%-larva%-(%d+)$" species, i = name:match(pattern); game.print(species); game.print(i); Pattern explanation: ^ start of string $ end of string %w+ one or more alphanumeric characters %d+ one or more digits %- dash is a special character,...
- Wed Jan 04, 2023 2:25 am
- Forum: Modding help
- Topic: inverted search limit filter
- Replies: 4
- Views: 789
Re: inverted search limit filter
Code: Select all
/c
player = game.player
entity = game.player.selected
game.print( "Distance between " .. entity.name .. " and " .. player.name .. " is: " .. math.sqrt((entity.position.x - player.position.x)^2 + (entity.position.y - player.position.y)^2) )