Search found 1449 matches

by TheSAguy
Thu Jun 20, 2019 11:18 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 421391

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

hi, just updated the mod from previous version in my world and now im getting spammed with this message 2019-06-20_20-31-32.jpg Ugh, okay I’ll look at it tonight/tomorrow. For now just revert to the previous version please. Okay, should be fixed in 0.17.26. You really should add EvoGUI mod. :)
by TheSAguy
Thu Jun 20, 2019 9:41 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 421391

Re: [MOD 0.17.x] Natural Evolution - All things Alien!

FluffyDiscord wrote:
Thu Jun 20, 2019 6:34 pm
hi, just updated the mod from previous version in my world and now im getting spammed with this message 2019-06-20_20-31-32.jpg
Ugh, okay I’ll look at it tonight/tomorrow.
For now just revert to the previous version please.
by TheSAguy
Tue Jun 18, 2019 7:37 pm
Forum: Modding help
Topic: [Resolved] Random Question
Replies: 4
Views: 1447

Re: Random Question

eduran wrote:
Tue Jun 18, 2019 7:24 pm

Code: Select all

local area = {{x_offset - radius, x_offset - radius}, {x_offset + radius, x_offset + radius}}
You are using x_offset twice and y_offset not at all.

face-palm!

Thanks,.
by TheSAguy
Tue Jun 18, 2019 7:36 pm
Forum: Modding help
Topic: "defines.events"
Replies: 2
Views: 1090

Re: "defines.events"

Thanks Eduran! I think it would be best if I just attached the mod. So currently when you click on "Next Level" nothing happens. If you wait till the time runs out, and you completed the goal, it does go to the next goal. As I said in the OP, it's got something to do with the events I thin...
by TheSAguy
Tue Jun 18, 2019 7:12 pm
Forum: Modding help
Topic: [Resolved] Random Question
Replies: 4
Views: 1447

[Resolved] Random Question

Why is my code below creating a line vs. random. I'd expect the x and y values to be random and thus the chart to be all over the place. local radius = 2.5 local x_offset = math.random(-250, 250) local y_offset = math.random(-250, 250) local position = {x_offset, y_offset} local area = {{x_offset - ...
by TheSAguy
Tue Jun 18, 2019 6:17 pm
Forum: Modding help
Topic: "defines.events"
Replies: 2
Views: 1090

"defines.events"

Hi, I'm trying to alter the Supply Challenge scenario and I've run into a problem. It appears I can't have the below tow "defines.events" at the same time script.on_event(defines.events.on_tick, function(event) and script.on_event(defines.events, function(event) This is my current code: [c...
by TheSAguy
Sun Jun 16, 2019 10:35 pm
Forum: Texture Packs
Topic: [Request] Palm tree
Replies: 7
Views: 5802

Re: [Request] Palm tree

Is there a way to do variations on a sheet? or do I need to break the images up into 16 different images for the variations?
by TheSAguy
Sun Jun 16, 2019 9:12 pm
Forum: Modding help
Topic: Event on_chunk_generated
Replies: 10
Views: 2321

Re: Event on_chunk_generated

There are two things I'd like the do. 1. Each time a new chunk is generated, see if the're is Copper on it and if so, create a enemy spawner on it. 2. Once every 10 min, get a total of all the copper on the map. (so that would be on revealed chunks.) So for Nr 1. I assume I should use the code sile...
by TheSAguy
Sun Jun 16, 2019 2:42 pm
Forum: Texture Packs
Topic: [Request] Palm tree
Replies: 7
Views: 5802

Re: [Request] Palm tree

That's a very nice looking tree Darkfrei!
I did not actually think that you could use a whole tree like that. Was thinking it needed to be in pieces like the base game.

You don't happen to have the code you used, or did you just place the whole sprite there as an example.

Thanks Again!
by TheSAguy
Sun Jun 16, 2019 1:07 am
Forum: Texture Packs
Topic: [Request] Palm tree
Replies: 7
Views: 5802

[Request] Palm tree

Hi,

I’m creating a desert world and would like a palm tree please. Other desert shrubbery/ decal also welcome.

Thanks
by TheSAguy
Sun Jun 16, 2019 12:36 am
Forum: Modding help
Topic: Event on_chunk_generated
Replies: 10
Views: 2321

Re: Event on_chunk_generated

I'm glad I saw this post. I basically have to do something similar. There are two things I'd like the do. 1. Each time a new chunk is generated, see if the're is Copper on it and if so, create a enemy spawner on it. 2. Once every 10 min, get a total of all the copper on the map. (so that would be on...
by TheSAguy
Thu Jun 13, 2019 9:52 pm
Forum: Modding help
Topic: [Done] Adding a Collision Mask
Replies: 7
Views: 2182

Re: Adding a Collision Mask

I was using Layer-15. That’s the last one on the list.

Got my code fixed.

Code: Select all

--Add Collision layer to the Entity List.
for i = 1, #Blocked_Buildings do
	local entity = Blocked_Buildings[i]
	for _, entity in pairs(data.raw[entity]) do
		add_Collision_Layer(entity, terrain_collision_layer)
	end
end
by TheSAguy
Thu Jun 13, 2019 8:01 pm
Forum: Modding help
Topic: [Done] Adding a Collision Mask
Replies: 7
Views: 2182

[Done] Adding a Collision Mask

Hi, I'd like it that certain types of buildings can't be placed on sand/desert tiles. So I need to add a collision mask to the tiles and to the entities. I got the tiles working. (I think). I'm placing it on all non minable tiles currently. But am having difficulties with the entities. The idea is t...
by TheSAguy
Thu Jun 13, 2019 4:32 pm
Forum: Modding help
Topic: [Done] Supply Challenge Scenario Question
Replies: 2
Views: 758

Re: Supply Challenge Scenario Question

Thanks KingArthur,
I did not think of looking in there!
by TheSAguy
Thu Jun 13, 2019 2:06 am
Forum: Modding help
Topic: [Done] Supply Challenge Scenario Question
Replies: 2
Views: 758

[Done] Supply Challenge Scenario Question

Hi, Can someone please explain to me how the chests for the Supply challenge Scenario are created? I only see this code: global.chests = {} for k, chest in pairs (game.surfaces[1].find_entities_filtered{name = "red-chest"}) do chest.minable = false chest.destructible = false global.chests[...
by TheSAguy
Wed Jun 12, 2019 10:53 pm
Forum: Modding help
Topic: How to Create Option Buttons
Replies: 2
Views: 785

Re: How to Create Option Buttons

Thanks for the starting point Eduran!
by TheSAguy
Wed Jun 12, 2019 2:22 pm
Forum: Modding help
Topic: [Done] Map Pre-sets
Replies: 5
Views: 1227

Re: Map Pre-sets

Thanks Bilka,
I do appreciate it!
by TheSAguy
Wed Jun 12, 2019 2:20 pm
Forum: Modding help
Topic: Scenario / Challenge Question
Replies: 0
Views: 505

Scenario / Challenge Question

Morning, I have an idea for a production challenge type mod. I was looking up scenario's and it looks like it can basically only use vanilla entities. Or is that just for the scenarios that come with the game? I saw a youtube video of Redmew's Diggy scenario . I really did not even know all this was...
by TheSAguy
Tue Jun 11, 2019 7:41 pm
Forum: Modding help
Topic: [Done] Map Pre-sets
Replies: 5
Views: 1227

Re: Map Pre-sets

I tried, but got lost in all that code. (I know I'm going to be yelled at..) All I'd like to do is hard-code the two bias. Why does the below not work? data.raw['noise-expression']["control-setting:aux:bias"].expression.literal_value = -0.5 data.raw['noise-expression']["control-settin...
by TheSAguy
Tue Jun 11, 2019 5:43 pm
Forum: Modding help
Topic: [Done] Map Pre-sets
Replies: 5
Views: 1227

[Done] Map Pre-sets

I'm not finding where I can set the Bias for Moisture and Terrain type.
I want to force a -0.5 for both

Image

Thanks.

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