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[Request] A clean nuclear explosion site
Posted: Mon Dec 21, 2020 6:24 pm
by coppercoil
Would it be possible to make a mod so atomic explosion would not leave a sheep shit on the map?
- SheepShit.jpg (133.51 KiB) Viewed 2346 times
I just don't like that shit
A crater is ok.
Re: [Request] A clean nuclear explosion site
Posted: Mon Dec 21, 2020 7:38 pm
by NotRexButCaesar
Iām pretty sure that there is already a mod for this
Re: [Request] A clean nuclear explosion site
Posted: Mon Dec 21, 2020 8:15 pm
by darkfrei
coppercoil wrote: āMon Dec 21, 2020 6:24 pm
Would it be possible to make a mod so atomic explosion would not leave a sheep shit on the map?
SheepShit.jpg
I just don't like that shit
A crater is ok.
Mod code (add it to the data.lua):
Code: Select all
data.raw.projectile["atomic-rocket"].action.action_delivery.target_effects[8] = nil
To delete exist scorch marks:
viewtopic.php?p=524347#p524347
Re: [Request] A clean nuclear explosion site
Posted: Tue Dec 22, 2020 2:25 pm
by coppercoil
darkfrei wrote: āMon Dec 21, 2020 8:15 pm
Mod code (add it to the data.lua):
Does not work:
- moderr.jpg (42.53 KiB) Viewed 2272 times
Re: [Request] A clean nuclear explosion site
Posted: Tue Dec 22, 2020 9:46 pm
by darkfrei
Code: Select all
table.remove (data.raw.projectile["atomic-rocket"].action.action_delivery.target_effects, 8)
or
Code: Select all
data.raw.corpse["huge-scorchmark"].time_before_removed = 30*60
Re: [Request] A clean nuclear explosion site
Posted: Wed Dec 23, 2020 4:02 pm
by coppercoil
Both lines gives no effect. Have you tested them?
Re: [Request] A clean nuclear explosion site
Posted: Tue Jan 12, 2021 11:16 pm
by BicycleEater
Your code assumes that the crater is the one making the effect, it is actually the ground tile changes, so the code should be:
Code: Select all
table.remove (data.raw.projectile["atomic-rocket"].action.action_delivery.target_effects, 11)
table.remove (data.raw.projectile["atomic-rocket"].action.action_delivery.target_effects, 0)
The first one removes the ring of decoratives around the edge, the second removes the tile change. This should also work from the map.