Search found 1449 matches

by TheSAguy
Sun Jun 25, 2023 5:07 pm
Forum: Modding help
Topic: Create_entity - Item Help [Solved]
Replies: 3
Views: 539

Re: Create_entity - Item Help [Solved]

Thanks for the feedback.
by TheSAguy
Sun Jun 25, 2023 5:01 pm
Forum: Modding help
Topic: Loot Question [Solved]
Replies: 12
Views: 1582

Re: Loot Question

Much apricated DaveMcW!
Pi-C, I'm still absorbing that wonderful code of yours.
by TheSAguy
Sat Jun 24, 2023 5:40 pm
Forum: Modding help
Topic: Loot Question [Solved]
Replies: 12
Views: 1582

Re: Loot Question

@Pi-C. Okay, I'm trying to follow what you did, but it's a little complex for me. @DaveMcW, Here is the Alien Artifact: So it's an Item only. local NEEnemies = require('common')('Natural_Evolution_Enemies') local ICONPATH = NEEnemies.modRoot .. "/graphics/icons/" if settings.startup["...
by TheSAguy
Sat Jun 24, 2023 12:10 am
Forum: Modding help
Topic: Create_entity - Item Help [Solved]
Replies: 3
Views: 539

Create_entity - Item Help [Solved]

Hi, I'm trying to create a "Small Alien Artifact" when an unit dies. However, the Small Alien Artifact is an "Item" and not an "Entity" So I can't create it and add it to a table, using the below: local worm_larva = surface.create_entity({ name = "alien-artifact&qu...
by TheSAguy
Fri Jun 23, 2023 9:46 pm
Forum: Modding help
Topic: Loot Question [Solved]
Replies: 12
Views: 1582

Loot Question [Solved]

Hi, I'm trying to add loot (Small Alien Artifacts) to a table each time they are created. I also need to remove them if they are picked up or somehow destroyed. I'm trying the following, but it does not appear that they are "Built" when they are created: Events: local build_events = {defin...
by TheSAguy
Tue Jun 20, 2023 3:10 pm
Forum: Modding help
Topic: Land Mine setup question
Replies: 0
Views: 301

Land Mine setup question

Hi,

Is it possible to have a land mine have a timer?
So x minutes after it's placed it will explode/detonate.

Also I'd like it to explode/detonate if shot. I assume that can be done with "AttackReaction". How is this coded?

Thanks.
by TheSAguy
Tue Jun 13, 2023 2:46 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Idea] Mining Drones and Ammo Loader++
Replies: 0
Views: 392

[Mod Idea] Mining Drones and Ammo Loader++

Hey, I was thinking it would be neat to have little guys run to gun turrets and re-load them. I personally use the belt system to move my ammo to my ring of turrets. I like the idea of Ammo Loader, but that does seem like a cheat. By combining Mining Drones & Ammo Loader , you could end up with ...
by TheSAguy
Fri Jun 02, 2023 9:01 pm
Forum: Gameplay Help
Topic: Pollution / Evolution Question
Replies: 2
Views: 705

Pollution / Evolution Question

Hi, So I know that Evolution consists of 3 factors; Time, Pollution and Destruction of Nests. I was wondering on the Pollution part, is the Evolution increased the moment it's generated or when it's absorbed, like by the environment and nests? I believe it's calculated at the point when it's generat...
by TheSAguy
Thu Jun 01, 2023 5:03 pm
Forum: Duplicates
Topic: [1.1.82] CTD Modded
Replies: 1
Views: 420

[1.1.82] CTD Modded

I'm getting several CTD in my current game. It's heavily modded.
It's happening when a lot of fighting is happening.

Just thought I'd load the logs, JIC.
by TheSAguy
Sun May 28, 2023 2:46 pm
Forum: Modding help
Topic: Ammo Recipe Question - Solved
Replies: 2
Views: 438

Re: Ammo Recipe Question - Solved

Thanks,
There was a missing bracket between other recipes that caused this one not to run.
Now working, Thanks
by TheSAguy
Sat May 27, 2023 7:26 pm
Forum: Modding help
Topic: Ammo Recipe Question - Solved
Replies: 2
Views: 438

Ammo Recipe Question - Solved

Can Ammo have two results? I can't seem to get my recipe below to work: { type = "recipe", name = "bi_recipe_basic_dart_magazine", icon_size = 64, icons = {{ icon = W_ICONPATH .. "basic_dart_icon.png", icon_size = 64 }}, subgroup = "ammo", normal = { enabled =...
by TheSAguy
Fri May 12, 2023 7:40 pm
Forum: Modding help
Topic: NE Enemies - Could use a little help [Solved]
Replies: 2
Views: 409

Re: NE Enemies - Could use a little help

Man, that was an easy fix...
Thanks Pi-C!
by TheSAguy
Fri May 12, 2023 6:12 pm
Forum: Modding help
Topic: NE Enemies - Could use a little help [Solved]
Replies: 2
Views: 409

NE Enemies - Could use a little help [Solved]

Hi, In my Mod, NE Enemies , I have a Spitter that shoots land mines. It works good in theory, when the player runs over these mines they would explode. I also have a small script that removed old mines after like 30min from the map. The issue I'm having is that if there are any turrets in the area, ...
by TheSAguy
Thu May 11, 2023 5:07 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Idea] - Personal Auto Crafting mod
Replies: 5
Views: 1046

Re: [Mod Idea] - Personal Auto Crafting mod

Thanks for pointing those out!
by TheSAguy
Wed May 10, 2023 11:43 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Idea] - Turrets should more accurate if it has radar coverage
Replies: 1
Views: 469

[Mod Idea] - Turrets should more accurate if it has radar coverage

I like the idea that if a turret is in radar coverage, it would be better than without coverage.

I don’t think there is really an ‘accuracy’ in Factorio, so maybe just shooting speed will do. Like it’s ready faster.
So maybe make it that if it has radar coverage it shoots 10% faster than without.
by TheSAguy
Wed May 10, 2023 11:41 pm
Forum: Ideas and Requests For Mods
Topic: [Mod Idea] - Personal Auto Crafting mod
Replies: 5
Views: 1046

[Mod Idea] - Personal Auto Crafting mod

So I’m playing IR3 for the first time and oh man, it there a lot of crafting needed… That made me think o a something I’d really find very useful. I’d like a mod where you can set the amount of a certain item you want and if you have the raw materials in your inventory, you’d auto craft it if you ha...
by TheSAguy
Mon Apr 24, 2023 9:46 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 421405

Re: [MOD 1.1] Natural Evolution - All things Alien!

Hey Guys,

I've not played in a long time. Just updated NE Enemies to 1.1
Let me know if you have any issues.

Thanks.
by TheSAguy
Tue Apr 18, 2023 9:58 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 308635

Re: MOD [ 0.18.x / 1.1 ] Bio-Industries

Hey Guys, I've not played in forever! Just started a new Krastorio 2 / Space Exploration mod and saw that S.E. likes all stack sizes not to exceed 200. So just made a small update to force the Bio Industries items that are over 200 to be 200 if you're playing S.E. @ Pi-C Amazing work on the mod! Kee...
by TheSAguy
Fri Jul 31, 2020 3:09 pm
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 32768

Re: Friday Facts #358 - Alien decoratives & Polluted water

I like the polluted water. Now make it so that it will also produce polluted water, so you have to or clean/filter the water before use or move your water source to a clean source.
by TheSAguy
Mon Jun 29, 2020 4:08 pm
Forum: Texture Packs
Topic: [Request] Large Copper / Wood fluid tank
Replies: 0
Views: 2392

[Request] Large Copper / Wood fluid tank

Hi,

I'd like a fluid tank made of copper and wood. Something that will be much larger than the vanilla tank.

Something like this as inspiration:

Image

Thanks.

Go to advanced search