User:Darkfrei/script: Difference between revisions
		
		
		
		
		
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This creates 9 crude oil patches randomly without collisions:  | This creates 9 crude oil patches randomly without collisions:  | ||
<syntaxhighlight lang="lua">  | |||
  /c local position = nil  |   /c local position = nil  | ||
  for i=1,9 do  |   for i=1,9 do  | ||
   position = game.player.surface.find_non_colliding_position("crude-oil", game.player.position, 0, i/2+1.5)  | |||
   if position then    | |||
     game.player.surface.create_entity({name="crude-oil", amount=5000, position=position})  | |||
   end  | |||
  end  |   end  | ||
</syntaxhighlight>  | |||
=== Respawn enemies ===  | === Respawn enemies ===  | ||
This creates one respawner every 32x32 tiles:  | This creates one respawner every 32x32 tiles:  | ||
<syntaxhighlight lang="lua">  | |||
  /c local surface = game.player.surface  |   /c local surface = game.player.surface  | ||
  for c in surface.get_chunks() do  |   for c in surface.get_chunks() do  | ||
| Line 20: | Line 23: | ||
    end  |     end  | ||
  end  |   end  | ||
</syntaxhighlight>  | |||
=== Print all mods with versions to the log file ===  | |||
For data stage:  | |||
<syntaxhighlight lang="lua">  | |||
  local mod_list = {}  | |||
  for i, v in pairs (mods) do  | |||
    table.insert (mod_list, i .. '_' ..v )  | |||
  end  | |||
  log ('mods: ' .. serpent.line (mod_list))  | |||
</syntaxhighlight>  | |||
=== Print collison mask ===  | |||
<syntaxhighlight lang="lua">  | |||
/c game.print (game.player.selected.prototype.name .. ' ' .. serpent.line(game.player.selected.prototype.collision_mask))  | |||
</syntaxhighlight>  | |||
Latest revision as of 18:33, 12 May 2020
Add new oil patch
This creates 9 crude oil patches randomly without collisions:
 /c local position = nil
 for i=1,9 do
   position = game.player.surface.find_non_colliding_position("crude-oil", game.player.position, 0, i/2+1.5)
   if position then 
     game.player.surface.create_entity({name="crude-oil", amount=5000, position=position})
   end
 end
Respawn enemies
This creates one respawner every 32x32 tiles:
 /c local surface = game.player.surface
 for c in surface.get_chunks() do
   local position = surface.find_non_colliding_position("biter-spawner", {x=c.x*32+16, y=c.y*32+16}, 10, 3)
   if position and surface.is_chunk_generated(c) then
     surface.create_entity{name="biter-spawner", position=position}
   end
 end
Print all mods with versions to the log file
For data stage:
  local mod_list = {}
  for i, v in pairs (mods) do
    table.insert (mod_list, i .. '_' ..v )
  end
  log ('mods: ' .. serpent.line (mod_list))
Print collison mask
/c game.print (game.player.selected.prototype.name .. ' ' .. serpent.line(game.player.selected.prototype.collision_mask))