Description:
- Allows you to mine large rock entities.
Obsolete as of 0.13
- Factorio Version: 0.12
- Released: September 8th 2015
- License: Contact Me
- Tags: Doodad, Mining, Rock
[/b][/color]
I was already using this mod. So I double-checked and saw that you released this mod back in July.0.0.1: First Release
For robots or manual removal of rocks?Ranakastrasz wrote:Gah. The migration script isn't working. Unless you start a new game with this mod, it won't work. Only newly generated chunks seem to work.
Thanks for this! Was coming back here to give a bug report; Can you update your first post to say that?Ranakastrasz wrote:Both. So I suggest using the v1 for now unless starting a new game.
Code: Select all
data.raw["simple-entity"]["stone-rock"] = nil
stone_rock = {
type = "tree",
name = "stone-rock",
flags = {"placeable-neutral", "placeable-off-grid", "not-on-map"},
minable =
{
count = 25,
hardness = 0.8,
mining_particle = "stone-particle",
mining_time = 5,
result = "stone"
},
icon = "__base__/graphics/icons/stone-rock.png",
subgroup = "grass",
order = "b[decorative]-k[stone-rock]-a[big]",
collision_box = {{-1.1, -1.1}, {1.1, 1.1}},
selection_box = {{-1.3, -1.3}, {1.3, 1.3}},
render_layer = "object",
max_health = 200,
resistances =
{
{
type = "fire",
percent = 100
}
},
autoplace =
{
order = "a[doodad]-a[rock]",
peaks =
{
{
influence = 0.0002
},
{
influence = 0.002;
min_influence = 0,
elevation_optimal = 30000,
elevation_range = 23000,
elevation_max_range = 30000,
}
}
},
pictures =
{
{
filename = "__base__/graphics/entity/decorative/stone-rock/stone-rock-01.png",
width = 76,
height = 60,
shift = {0.1, 0}
},
{
filename = "__base__/graphics/entity/decorative/stone-rock/stone-rock-02.png",
width = 83,
height = 86,
shift = {0.2, 0}
},
{
filename = "__base__/graphics/entity/decorative/stone-rock/stone-rock-03.png",
width = 126,
height = 98,
shift = {0.7, 0}
},
{
filename = "__base__/graphics/entity/decorative/stone-rock/stone-rock-04.png",
width = 92,
height = 108,
shift = {0.1, 0}
},
{
filename = "__base__/graphics/entity/decorative/stone-rock/stone-rock-05.png",
width = 140,
height = 99,
shift = {0.5, 0}
}
}
}
data:extend(
{
stone_rock
})
I guessed at just replacing the Minable Rock_0.0.1\prototypes\entity.lua file contents with your code and it works nicely! Now My bots can take over the worldGotLag wrote:As it replaces the base entity it works with existing saves, and the rocks will continue to exist (but not be minable) if the mod is removed.Code: Select all
data.raw["simple-entity"]["stone-rock"] = nil stone_rock = { type = "tree", name = "stone-rock", flags = {"placeable-neutral", "placeable-off-grid", "not-on-map"}, minable = { count = 25, hardness = 0.8, mining_particle = "stone-particle", mining_time = 5, result = "stone" }, icon = "__base__/graphics/icons/stone-rock.png", subgroup = "grass", order = "b[decorative]-k[stone-rock]-a[big]", collision_box = {{-1.1, -1.1}, {1.1, 1.1}}, selection_box = {{-1.3, -1.3}, {1.3, 1.3}}, render_layer = "object", max_health = 200, resistances = { { type = "fire", percent = 100 } }, autoplace = { order = "a[doodad]-a[rock]", peaks = { { influence = 0.0002 }, { influence = 0.002; min_influence = 0, elevation_optimal = 30000, elevation_range = 23000, elevation_max_range = 30000, } } }, pictures = { { filename = "__base__/graphics/entity/decorative/stone-rock/stone-rock-01.png", width = 76, height = 60, shift = {0.1, 0} }, { filename = "__base__/graphics/entity/decorative/stone-rock/stone-rock-02.png", width = 83, height = 86, shift = {0.2, 0} }, { filename = "__base__/graphics/entity/decorative/stone-rock/stone-rock-03.png", width = 126, height = 98, shift = {0.7, 0} }, { filename = "__base__/graphics/entity/decorative/stone-rock/stone-rock-04.png", width = 92, height = 108, shift = {0.1, 0} }, { filename = "__base__/graphics/entity/decorative/stone-rock/stone-rock-05.png", width = 140, height = 99, shift = {0.5, 0} } } } data:extend( { stone_rock })