This may be a documentation issue moreso than game bug, depending on which is right.
The modding API states the beacon_power_usage_multiplier QualityPrototype property must be >= 0.01, however, starting the game with a quality that has beacon_power_usage_multiplier == 0.01 results in an error ...
Search found 3 matches
- Sat Jun 27, 2026 6:14 pm
- Forum: Documentation Improvement Requests
- Topic: beacon_power_usage_multiplier must be greater than 0.01
- Replies: 1
- Views: 182
- Thu Jun 11, 2020 9:08 pm
- Forum: Modding interface requests
- Topic: Dynamic radius_visualization_specification (or LuaRendering on cursor)
- Replies: 2
- Views: 1445
Re: Dynamic radius_visualization_specification (or LuaRendering on cursor)
Alright. I know it's something quite different and LuaRendering is more appropriate, but as the second request link says, radius visualization is apparently how what I'm looking for is considered to be implemented already and therefore LuaRendering would not be changed to support it. Hence the focus ...
- Thu Jun 11, 2020 7:40 pm
- Forum: Modding interface requests
- Topic: Dynamic radius_visualization_specification (or LuaRendering on cursor)
- Replies: 2
- Views: 1445
Dynamic radius_visualization_specification (or LuaRendering on cursor)
What?
The ability to change the attributes of radius_visualization_specification in game, as opposed to it being baked into the entities at startup. Alternatively, LuaRendering based on cursor (requested before).
Details:
LuaRendering based on cursor position has already been asked for in this ...
The ability to change the attributes of radius_visualization_specification in game, as opposed to it being baked into the entities at startup. Alternatively, LuaRendering based on cursor (requested before).
Details:
LuaRendering based on cursor position has already been asked for in this ...