The best way I found so far to get the same functionality is to:
call find_entities_filtered and iterate through the returned entities, setting .active=false on all of them.
Search found 4 matches
- Thu Jun 27, 2019 5:37 pm
- Forum: Modding help
- Topic: Enable/Disable Beacons via scripting
- Replies: 1
- Views: 699
- Mon Jun 24, 2019 8:33 pm
- Forum: Modding help
- Topic: Enable/Disable Beacons via scripting
- Replies: 1
- Views: 699
Enable/Disable Beacons via scripting
Is there a way to stop/start beacons emitting their effect?
I've tried using the LuaEnitity.active value, but all this does is stopping the animation of the beacon entity.
If there is no way to enable/disable, is it possible to change the effectivity, like LuaEnitity.effectivity_modifier for cars?
I've tried using the LuaEnitity.active value, but all this does is stopping the animation of the beacon entity.
If there is no way to enable/disable, is it possible to change the effectivity, like LuaEnitity.effectivity_modifier for cars?
- Mon Jun 03, 2019 2:29 pm
- Forum: Modding help
- Topic: Techonolgy prerequisite - Infinite research
- Replies: 2
- Views: 707
Re: Techonolgy prerequisite - Infinite research
I was afraid of that. Thanks for confirming it.
- Sun Jun 02, 2019 2:04 pm
- Forum: Modding help
- Topic: Techonolgy prerequisite - Infinite research
- Replies: 2
- Views: 707
Techonolgy prerequisite - Infinite research
Say I want a technology with a prerequisite of mining-productivity-10. Is there a way to reference the "level" of the infinite research.
Or do I have to add technology entries for mining-productivity-4 to 10?
Or do I have to add technology entries for mining-productivity-4 to 10?