Search found 10 matches
- Fri Feb 04, 2022 8:06 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 130159
Re: Friday Facts #367 - Expansion news
Brainbug incoming
- Fri Feb 05, 2021 6:33 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 168141
Re: Friday Facts #365 - Future plans
Great news!
I hope for flying and digging bugs, just like the bugs in starship troopers --> AA and hardened concrete (or even some alienloot too) to block diggers would be cool. This with an implementation of automated vehicles (different tanks) would spice this up
I hope for flying and digging bugs, just like the bugs in starship troopers --> AA and hardened concrete (or even some alienloot too) to block diggers would be cool. This with an implementation of automated vehicles (different tanks) would spice this up
- Mon Jun 17, 2019 4:42 pm
- Forum: Modding help
- Topic: Event on_chunk_generated
- Replies: 10
- Views: 2446
Re: Event on_chunk_generated
Here it is:eradicator wrote: βMon Jun 17, 2019 7:04 am@silenceko
If your mod is not secret then telling what you're actually trying to do would make helping easier.
viewtopic.php?f=25&t=72141&p=437064#p437064
- Mon Jun 17, 2019 4:32 pm
- Forum: Modding help
- Topic: Tiberium mod for 0.17
- Replies: 3
- Views: 2133
Tiberium mod for 0.17
So here I am, looking for help to update the tiberium mod / make a new one. goals: tiberium should: grow spread damage player damage buildings transform trees into sporetrees (1 of x ; x=100?) transform adjacent ore into tiberium replace groundtiles with TiberiumGroundTiles on creation / spread ATM,...
- Mon Jun 17, 2019 5:40 am
- Forum: Modding help
- Topic: Event on_chunk_generated
- Replies: 10
- Views: 2446
Re: Event on_chunk_generated
This should work: Local amountAllCopper=0 look_for_copper = game.surfaces[1].find_entities_filtered{name = "copper-ore"} -- without area, whole map ist searched, even undiscovered for i=1,#look_for_copper ,1 do allCopperAmount = allCopperAmount + look_for_copper[i].amount end But this is n...
- Sun Jun 16, 2019 2:51 pm
- Forum: Modding help
- Topic: Event on_chunk_generated
- Replies: 10
- Views: 2446
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...
- Sat Jun 15, 2019 7:28 pm
- Forum: Modding help
- Topic: Event on_chunk_generated
- Replies: 10
- Views: 2446
Re: Event on_chunk_generated
When you start a new map the game will generate the map in background for a while, instead of doing it all before you can start to play. So this seems to be the point then. THX! If you want to iterate over all chunks you should use https://lua-api.factorio.com/latest/Lua ... get_chunks https://lua-...
- Sat Jun 15, 2019 6:42 pm
- Forum: Modding help
- Topic: Event on_chunk_generated
- Replies: 10
- Views: 2446
Event on_chunk_generated
Hi guys, I have a question and hope you can help me: How is the event on_chunk_generated called? I expected it to be called once a chunk is generated for the first time. Not, if a chunk is updated. I wrote the following code: script.on_event(defines.events.on_chunk_generated, function(event) local e...
- Sat Jan 06, 2018 6:18 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 350909
Re: Friday Facts #224 - Bots versus belts
Pro Bots! Many good points for bots were mentioned and I like the bots too. They offer the possibility to construct in high density, without the need of getting your belts in there. And mixing belts (eg: red and blue belts) in one line is not a solution since you have one "slow" belt in yo...
- Mon May 01, 2017 11:01 am
- Forum: Duplicates
- Topic: [0.15.5] Pipe overlaps splitter
- Replies: 1
- Views: 850
[0.15.5] Pipe overlaps splitter
the pipe overlaps the splitter