Search found 16 matches
- Fri Jun 14, 2019 5:25 pm
- Forum: Modding help
- Topic: Dependency Loop
- Replies: 4
- Views: 2871
Re: Dependency Loop
i don't have a direct solution but the best choice is to ask the modders directly. in case that issue is caused by the SE mod, your best choice should be to hit the SE modder on his discord (see the mod desc on the mod page).
- Wed May 29, 2019 9:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.43] _statistics input and output documentation confusing
- Replies: 9
- Views: 2932
Re: [0.17.43] _statistics input and output are swapped
i agree, it's better to leave it as it is then.
will you link this topic or edit the description on the nessesary lua site in the near future so it's clear that players regard those values with caution? i think, the place where "Encapsulates statistic data for different parts of the game" would be ...
will you link this topic or edit the description on the nessesary lua site in the near future so it's clear that players regard those values with caution? i think, the place where "Encapsulates statistic data for different parts of the game" would be ...
- Wed May 29, 2019 9:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka] [0.17.43] _statistics input and output documentation confusing
- Replies: 9
- Views: 2932
Re: [0.17.43] _statistics input and output are swapped
I have to admit, it's a bit confusing.
So, if i input a pizza (piece by piece) into my body by inserting it into the mouth, it processes the pizza and outputs the result of the process.
If it's working different here and it's intended, please add, like Qon mentioned, an information to the wiki to ...
So, if i input a pizza (piece by piece) into my body by inserting it into the mouth, it processes the pizza and outputs the result of the process.
If it's working different here and it's intended, please add, like Qon mentioned, an information to the wiki to ...
- Wed May 29, 2019 1:39 pm
- Forum: Modding help
- Topic: [Done] Evolution Factors Display
- Replies: 15
- Views: 22200
Re: Evolution Factors Display
tx, i'll take a look into it.
-edit-
@Bilka's post below: thanks
-edit-
@Bilka's post below: thanks
- Wed May 29, 2019 10:43 am
- Forum: Modding help
- Topic: [Done] Evolution Factors Display
- Replies: 15
- Views: 22200
Re: Evolution Factors Display
thanks for the update but how would your command to call it look like? or does "input_counts" yield the correct number?
- Wed May 29, 2019 4:35 am
- Forum: Modding help
- Topic: [Done] Evolution Factors Display
- Replies: 15
- Views: 22200
Re: Evolution Factors Display
for vanilla:
-get total evolution:
game.forces.enemy.evolution_factor
will give you the total evolution factor.
-get map settings:
game.map_settings.enemy_evolution.time_factor
will give you the map settings's time factor.
game.map_settings.enemy_evolution.destroy_factor
will give ...
-get total evolution:
game.forces.enemy.evolution_factor
will give you the total evolution factor.
-get map settings:
game.map_settings.enemy_evolution.time_factor
will give you the map settings's time factor.
game.map_settings.enemy_evolution.destroy_factor
will give ...
- Tue May 28, 2019 5:47 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] coding - find all surfaces with players on it
- Replies: 27
- Views: 7129
- Tue May 28, 2019 5:11 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] basegame item edit - change armor grid module slot size
- Replies: 10
- Views: 4699
Re: [solved] [0.17.43] basegame item edit - change armor grid module slot size
thanks for the tutorial on require and data.lua, i didn't use that before in any way. I'll probably stick to data.lua for now unless i need to add a lot of stuff.
about the "...shape={width = 2, height = 4}" stuff, is there a way to write it in one line while overwriting the listed elements only? e ...
about the "...shape={width = 2, height = 4}" stuff, is there a way to write it in one line while overwriting the listed elements only? e ...
- Tue May 28, 2019 4:56 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] coding - find all surfaces with players on it
- Replies: 27
- Views: 7129
Re: [0.17.43] Question - coding - find all surfaces with players on it
eradicator, thanks for the infos & code. i wonder if it wouldn't be cheaper to just call the code right before going into the vehicle stuff every time as long as i don't need that updated list on other occasions or on every tick.
"You haven't said what the condition is"
what code are you referring ...
"You haven't said what the condition is"
what code are you referring ...
- Tue May 28, 2019 2:28 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] basegame item edit - change armor grid module slot size
- Replies: 10
- Views: 4699
Re: [0.17.43] basegame item edit - change armor grid module slot size
darkfrei's mod put out the following lines:
data.raw["movement-bonus-equipment"]["exoskeleton-equipment"].shape.width = 2
data.raw["movement-bonus-equipment"]["exoskeleton-equipment"].shape.height = 4
putting the modified versions (which look like eduran posted) into the data.lua worked just fine ...
data.raw["movement-bonus-equipment"]["exoskeleton-equipment"].shape.width = 2
data.raw["movement-bonus-equipment"]["exoskeleton-equipment"].shape.height = 4
putting the modified versions (which look like eduran posted) into the data.lua worked just fine ...
- Tue May 28, 2019 6:33 am
- Forum: Modding help
- Topic: [solved] [0.17.43] basegame item edit - change armor grid module slot size
- Replies: 10
- Views: 4699
[solved] [0.17.43] basegame item edit - change armor grid module slot size
as stated in the title, i'm looking for a way to modify the slot size of an armor module;
more precisely, the exoskeleton shall be overwritten to change it's grid size from 2x4 to 6x6
folder state:
base->folder->prototypes->item->equipment.lua (protptypes->equipment folder doesn't work either ...
more precisely, the exoskeleton shall be overwritten to change it's grid size from 2x4 to 6x6
folder state:
base->folder->prototypes->item->equipment.lua (protptypes->equipment folder doesn't work either ...
- Mon May 27, 2019 11:45 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] coding - find all surfaces with players on it
- Replies: 27
- Views: 7129
Re: [0.17.43] Question - coding - find all surfaces with players on it
idk how i could miss the info provided by eduran when checking the documentation myself.
the car part now looks like this:
local characters = {}
for player_index, player in pairs (game.connected_players) do
if (player.character) then
table.insert (characters, player.character)
end
end
--code ...
the car part now looks like this:
local characters = {}
for player_index, player in pairs (game.connected_players) do
if (player.character) then
table.insert (characters, player.character)
end
end
--code ...
- Mon May 27, 2019 2:56 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] coding - find all surfaces with players on it
- Replies: 27
- Views: 7129
Re: [0.17.43] Question - coding - find all surfaces with players on it
thanks for the updates, i'll take a look into it.
@eradicator - so you're saying i should rather do the checks force-wise (and mb exclude neutral and enemy)?
about your surface question: i need that surface because i need events to happen on that surface over time and those shall happen on that ...
@eradicator - so you're saying i should rather do the checks force-wise (and mb exclude neutral and enemy)?
about your surface question: i need that surface because i need events to happen on that surface over time and those shall happen on that ...
- Sun May 26, 2019 3:40 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] coding - find all surfaces with players on it
- Replies: 27
- Views: 7129
Re: [0.17.43] Question - coding - find all surfaces with players on it
Thanks for the updates from both of u. I'll mostly end up using both variants (bias wise) in different situations, depending on which one makes more sense for each case.
"just select a random player"
i didn't check that case for the previous code from yesterday but wouldn't it be generally ...
"just select a random player"
i didn't check that case for the previous code from yesterday but wouldn't it be generally ...
- Sat May 25, 2019 7:56 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] coding - find all surfaces with players on it
- Replies: 27
- Views: 7129
Re: [0.17.43] Question - coding - find all surfaces with players on it
thank you very much for the informations and the large amount of code provided by both of you^^
i'll try the code later today on when i got the time and report back (or edit this post) if it works or not.
edit: both worked, thy vm
"[...]non player characters from other mods[...]"
didn't think about ...
i'll try the code later today on when i got the time and report back (or edit this post) if it works or not.
edit: both worked, thy vm
"[...]non player characters from other mods[...]"
didn't think about ...
- Sat May 25, 2019 4:55 pm
- Forum: Modding help
- Topic: [solved] [0.17.43] coding - find all surfaces with players on it
- Replies: 27
- Views: 7129
[solved] [0.17.43] coding - find all surfaces with players on it
-edit-
added solved; better way-check array of players for their surfaces instead.
previous short discussion happened on steam forums "steamcommunity.com/app/427520/discussions/1/1651045226224021692/"
As stated in the title, i'm looking for an option to
1) check all existing surfaces for active ...
added solved; better way-check array of players for their surfaces instead.
previous short discussion happened on steam forums "steamcommunity.com/app/427520/discussions/1/1651045226224021692/"
As stated in the title, i'm looking for an option to
1) check all existing surfaces for active ...