Search found 1449 matches
- 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. :)
- 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!
Ugh, okay I’ll look at it tonight/tomorrow.FluffyDiscord wrote: ↑Thu Jun 20, 2019 6:34 pmhi, 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
For now just revert to the previous version please.
- Tue Jun 18, 2019 7:37 pm
- Forum: Modding help
- Topic: [Resolved] Random Question
- Replies: 4
- Views: 1447
Re: Random Question
face-palm!eduran wrote: ↑Tue Jun 18, 2019 7:24 pmYou are using x_offset twice and y_offset not at all.Code: Select all
local area = {{x_offset - radius, x_offset - radius}, {x_offset + radius, x_offset + radius}}
Thanks,.
- 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...
- 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 - ...
- 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...
- 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?
- 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...
- 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!
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!
- 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
I’m creating a desert world and would like a palm tree please. Other desert shrubbery/ decal also welcome.
Thanks
- 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...
- 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.
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
- 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...
- 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!
I did not think of looking in there!
- 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[...
- 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!
- 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!
I do appreciate it!
- 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...
- 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...
- 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
Thanks.
I want to force a -0.5 for both
Thanks.