NE Enemies - Could use a little help [Solved]

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TheSAguy
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NE Enemies - Could use a little help [Solved]

Post by TheSAguy »

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, they would keep shooting at these mines, depleting their ammo.
I'd like to see if there is a way for turrets (Or any other drones, etc) to ignore the mines, or have the mines explode/disappear if shot.

Not sure how to implement this and could use help with the code please.

Thanks,
Last edited by TheSAguy on Wed Jun 21, 2023 2:21 pm, edited 1 time in total.

Pi-C
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Re: NE Enemies - Could use a little help

Post by Pi-C »

TheSAguy wrote:
Fri May 12, 2023 6:12 pm
The issue I'm having is that if there are any turrets in the area, they would keep shooting at these mines, depleting their ammo.
I'd like to see if there is a way for turrets (Or any other drones, etc) to ignore the mines, or have the mines explode/disappear if shot.
Check out Prototype/LandMine.is_military_target. The default value usually is "false", but Prototype/Landmine is one of those prototypes where the default value is "true".
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!

TheSAguy
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Re: NE Enemies - Could use a little help

Post by TheSAguy »

Man, that was an easy fix...
Thanks Pi-C!

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