Search found 4 matches

by Elgskred
Thu Jun 27, 2019 5:37 pm
Forum: Modding help
Topic: Enable/Disable Beacons via scripting
Replies: 1
Views: 699

Re: Enable/Disable Beacons via scripting

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.
by Elgskred
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?
by Elgskred
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.
by Elgskred
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?

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