Search found 441 matches

by Dysoch
Mon Nov 04, 2013 12:33 pm
Forum: Modding help
Topic: base-edit
Replies: 7
Views: 2452

Re: base-edit

kovarex wrote:Try:

Code: Select all

data.raw["mining-drill"]["mining-drill"].fast_replaceable_group = "drill"
still a nil value error
by Dysoch
Mon Nov 04, 2013 12:27 pm
Forum: Modding help
Topic: base-edit
Replies: 7
Views: 2452

base-edit

how do i add "mining-drill" to base-edits without using "-"? as it is an unrecognized symbol.

Code: Select all

data.raw.mining-drill.mining-drill.fast_replaceable_group = "drill"
by Dysoch
Sun Nov 03, 2013 11:43 pm
Forum: Modding help
Topic: Events
Replies: 19
Views: 5474

Re: Events

after a few tries, and looking throu the wiki, i got the red dots to dissapear. used force=game.forces.neutral to correct it.

but still need help with the resin builds and the events with the power. (post above!)
by Dysoch
Sun Nov 03, 2013 10:54 am
Forum: News
Topic: Friday Facts #6
Replies: 7
Views: 16218

Re: Friday Facts #6

slpwnd wrote:
nrprad wrote:SO MANY things rely on Iron Plates and Gears. :shock:
That is true, but actually many of those are produced "by hand" (they are not needed in the automatic production chain).
true, when getting to the automation process, you use more copper then iron. circuits are needed alot!
by Dysoch
Sun Nov 03, 2013 10:53 am
Forum: General discussion
Topic: Clean or Dirty?
Replies: 30
Views: 15339

Re: Clean or Dirty?

I like solar, but it is not my focus to get it asap. I usually do it when it is relatively cheap for me (making many solar panels in the assembling machine). The biggest advantage for me is that it saves the hassle of finding big coal fields every now and then. thats where at my game the treefarm m...
by Dysoch
Sun Nov 03, 2013 10:39 am
Forum: Modding help
Topic: Events
Replies: 19
Views: 5474

Re: Events

game.onevent(defines.events.ontick, function(event) if event.tick%3600==0 then for _,specie in pairs (glob.specieOfTreeTable) do if glob[specie.."trees"]~=nil then for i,d in pairs(glob[specie.."trees"]) do if d.entity.valid then if math.random(5)==1 and d.entity.name==specie..&...
by Dysoch
Sun Nov 03, 2013 10:05 am
Forum: Modding help
Topic: Events
Replies: 19
Views: 5474

Re: Events

Ok they generate now, resin is produced every once in a while, but still the red dots. How can i change or imply the force of the entity?

using the berry's build by f-mod to grow more trees, as people like to automate the process of rubber making (i think :P )
by Dysoch
Sun Nov 03, 2013 9:49 am
Forum: General discussion
Topic: Clean or Dirty?
Replies: 30
Views: 15339

Re: Clean or Dirty?

what i typically do is this: i research to logistics robot (all science packs hand crafted) then i go full out. creating rows and rows of automated crafting machines, everything is transferred by robots, EVERYTHING! even the ores are moved. im not clean, but also not dirty, i use electric furnaces f...
by Dysoch
Sun Nov 03, 2013 9:32 am
Forum: Modding help
Topic: Events
Replies: 19
Views: 5474

Re: Events

game.onevent(defines.events.onchunkgenerated, function(event) if math.random(5)==1 then local specieOfTree=glob.specieOfTreeTable[math.random(#glob.specieOfTreeTable)] local treex = event.area.lefttop.x+math.random(32) local treey = event.area.lefttop.y+math.random(32) local typeoftree = math.rando...
by Dysoch
Sun Nov 03, 2013 1:28 am
Forum: Modding help
Topic: Events
Replies: 19
Views: 5474

Re: Events

From what you posted I can not see if you have a glob.rubbertrees to look through, with autoplace you'd need to use onchunkgenerated and add any of your trees to the table, if you didn't then the table is going to be empty when the code runs through it and so it won't do anything. Also you could al...
by Dysoch
Sun Nov 03, 2013 1:26 am
Forum: Modding help
Topic: Autoplace entities and map
Replies: 18
Views: 4981

Re: Autoplace entities and map

Great kovarex, ill hold of until 0.8 for rubber trees. Have a few more things planned for my next update, so work enough.
Thx all for helping, appreciate it!
by Dysoch
Sat Nov 02, 2013 12:34 pm
Forum: Modding help
Topic: Autoplace entities and map
Replies: 18
Views: 4981

Re: Autoplace entities and map

data:extend( { { type = "container", inventory_size = 1, name = "rubber-tree", icon = "__base__/graphics/icons/dry-tree.png", flags = {"placeable-neutral", "placeable-off-grid", "breaths-air"}, emissions_per_tick = -0.0010, minable = { min...
by Dysoch
Sat Nov 02, 2013 11:58 am
Forum: Modding help
Topic: Events
Replies: 19
Views: 5474

Re: Events

this is my control.lua: require "defines" glob.specieOfTreeTable={"rubber"} if remote.interfaces["F-mod"] then remote.call("F-mod", "addboiler", "boiler-mk2") remote.call("F-mod", "addboiler", "boiler-mk3") rem...
by Dysoch
Sat Nov 02, 2013 11:52 am
Forum: Modding help
Topic: Autoplace entities and map
Replies: 18
Views: 4981

Autoplace entities and map

I noticed the problem with f-mod (small scale) and now with my own mod. I added a rubber tree. Placed ingame by the autoplace group forest. But they show up as red dots on the minimap. Its quite annoying because the autoplace adds alot of them. So the map is quite filled with red dots, and thus not ...
by Dysoch
Fri Nov 01, 2013 12:12 pm
Forum: Releases
Topic: Version 0.7.5
Replies: 11
Views: 21948

Re: Version 0.7.5

At this point, no. But you can work around, add a normal inserter to the turret, add a smart chest to that, hook it up to network (green or red) and add a smart inserter after that connected to the chest (also wired). Then add a option only work if less then 5 or whatever you want. That. Way you wo...
by Dysoch
Fri Nov 01, 2013 11:24 am
Forum: Releases
Topic: Version 0.7.5
Replies: 11
Views: 21948

Re: Version 0.7.5

At this point, no. But you can work around, add a normal inserter to the turret, add a smart chest to that, hook it up to network (green or red) and add a smart inserter after that connected to the chest (also wired). Then add a option only work if less then 5 or whatever you want. That. Way you won...
by Dysoch
Thu Oct 31, 2013 6:54 pm
Forum: Modding help
Topic: Fluids
Replies: 16
Views: 4994

Re: Fluids

Mmmm have some plans for plastic in the future aswell (far future, first dynamic researching (best way to call it))
Ill wait and see what you might come up with
by Dysoch
Thu Oct 31, 2013 12:45 pm
Forum: Modding help
Topic: Fluids
Replies: 16
Views: 4994

Re: Fluids

Darnit, real shame. Have to figure out another way then.
by Dysoch
Thu Oct 31, 2013 12:08 pm
Forum: Modding help
Topic: Fluids
Replies: 16
Views: 4994

Fluids

Is it possible to add a new fluid? Like oil?

If so, how would i do that? ;)
by Dysoch
Tue Oct 29, 2013 9:47 pm
Forum: Releases
Topic: Version 0.7.5
Replies: 11
Views: 21948

Re: Version 0.7.5

Great bugfixing list and new changes.

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