still a nil value errorkovarex wrote:Try:Code: Select all
data.raw["mining-drill"]["mining-drill"].fast_replaceable_group = "drill"
Search found 441 matches
- Mon Nov 04, 2013 12:33 pm
- Forum: Modding help
- Topic: base-edit
- Replies: 7
- Views: 2452
Re: base-edit
- 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"
- 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!)
but still need help with the resin builds and the events with the power. (post above!)
- Sun Nov 03, 2013 10:54 am
- Forum: News
- Topic: Friday Facts #6
- Replies: 7
- Views: 16218
Re: Friday Facts #6
true, when getting to the automation process, you use more copper then iron. circuits are needed alot!slpwnd wrote:That is true, but actually many of those are produced "by hand" (they are not needed in the automatic production chain).nrprad wrote:SO MANY things rely on Iron Plates and Gears.
- 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...
- 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..&...
- 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 )
using the berry's build by f-mod to grow more trees, as people like to automate the process of rubber making (i think )
- 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...
- 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...
- 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...
- 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!
Thx all for helping, appreciate it!
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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
Ill wait and see what you might come up with
- 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.
- 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?
If so, how would i do that?
- 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.