Search found 10 matches

by silenceko
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 :D
by silenceko
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 :)
by silenceko
Mon Jun 17, 2019 4:42 pm
Forum: Modding help
Topic: Event on_chunk_generated
Replies: 10
Views: 2446

Re: Event on_chunk_generated

eradicator wrote: ↑
Mon 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.
Here it is:
viewtopic.php?f=25&t=72141&p=437064#p437064
by silenceko
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,...
by silenceko
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...
by silenceko
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...
by silenceko
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-...
by silenceko
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...
by silenceko
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...
by silenceko
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

Go to advanced search