Search found 294 matches
- Tue Jul 21, 2026 11:39 am
- Forum: Ideas and Suggestions
- Topic: Allow requesting too-heavy items from other platforms
- Replies: 1
- Views: 295
Re: Allow requesting too-heavy items from other platforms
This is now fixed as of 2.1.12.
- Mon Jun 29, 2026 9:41 am
- Forum: Ideas and Suggestions
- Topic: Allow requesting too-heavy items from other platforms
- Replies: 1
- Views: 295
Allow requesting too-heavy items from other platforms
I've built an orbital station whose purpose is to pre-fetch building materials and intermediates from the planet and make them available to passing cargo ships. However I noticed (just in time!) that if I were to have this orbital station request materials for a rocket silo and then build it, I ...
- Thu Jun 25, 2026 7:07 pm
- Forum: Not a bug
- Topic: [2.0.43] Odd rounding effects in assembly machine crafting speed display
- Replies: 7
- Views: 1175
Re: [2.0.43] Odd rounding effects in assembly machine crafting speed display
I agree this should be looked into, because I just put two Speed Module 1s into an Assembling Machine 2 making copper cable.
While the float representation of `4 * 0.75 * 1.4` does indeed come out to `4.199999999999999`, it gets rendered as `4.19` in-game. It is being truncated, not rounded.
While the float representation of `4 * 0.75 * 1.4` does indeed come out to `4.199999999999999`, it gets rendered as `4.19` in-game. It is being truncated, not rounded.
- Thu Mar 19, 2026 6:43 pm
- Forum: Implemented mod requests
- Topic: Expose gravity information at runtime
- Replies: 4
- Views: 934
Expose gravity information at runtime
I'm trying to make a "flight time calculator" tool, and that is a function of:
- Thrust
- Platform weight
- Platform width
- Distance
- Gravity at origin and target
Thrust can be tricky since that's adjustable with throttling but I'll worry about that later. The big thing missing is the gravity ...
- Thrust
- Platform weight
- Platform width
- Distance
- Gravity at origin and target
Thrust can be tricky since that's adjustable with throttling but I'll worry about that later. The big thing missing is the gravity ...
- Mon Jun 02, 2025 9:05 pm
- Forum: Assigned
- Topic: [Klonan][2.0.55] UI inconsistencies with filter selection and quality
- Replies: 0
- Views: 972
[Klonan][2.0.55] UI inconsistencies with filter selection and quality
When selecting filters, you can't select the same filter twice. That's fine, this works as intended:
06-02-2025, 21-56-43.png
If I select Uncommon quality, I can now select the item. Also working as intended:
06-02-2025, 21-59-05.png
I switch back to Normal quality. The filter claims to ...
06-02-2025, 21-56-43.png
If I select Uncommon quality, I can now select the item. Also working as intended:
06-02-2025, 21-59-05.png
I switch back to Normal quality. The filter claims to ...
- Sun Nov 12, 2023 3:34 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] GUI Theme Changer
- Replies: 2
- Views: 1529
Re: [Mod Request] GUI Theme Changer
The person wanting to use a different theme might be able to replace the graphics files in their installation, assuming the new theme exactly matches the placements of everything in the sprite sheet. A bit drastic, perhaps, but GUI styles are prototypes just like most anything else defined in the ...
- Sun Nov 12, 2023 3:32 am
- Forum: Modding help
- Topic: Get hovered item in Inventory
- Replies: 1
- Views: 1683
Re: Get hovered item in Inventory
The closest thing I can think of is to have the custom input provide the hovered prototype, and try to infer what to do from that. This would, however, not allow you to select a specific item stack, the best you could do with it is "take one item matching the prototype that was hovered", but it ...
- Sun Nov 12, 2023 3:30 am
- Forum: Modding help
- Topic: Items crafted by an assembly machine
- Replies: 1
- Views: 1112
Re: Items crafted by an assembly machine
There is no event for machines completing a craft. Such an event would happen thousands of times per second or even more in megabases. Player handcrafting, by contrast, is relatively rare.
- Fri Nov 03, 2023 2:19 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 176
- Views: 103653
Re: Friday Facts #383 - Super force building
Awesome news!
How flexible is the auto-landfill part of the super force build mode with regard to modding? Is "landfill" going to be hard-coded similar to the "copper-wire", "red-wire" and "green-wire" items, or is it using some property of the tile prototype to select a tile to build there? For ...
How flexible is the auto-landfill part of the super force build mode with regard to modding? Is "landfill" going to be hard-coded similar to the "copper-wire", "red-wire" and "green-wire" items, or is it using some property of the tile prototype to select a tile to build there? For ...
- Thu Sep 14, 2023 6:52 pm
- Forum: Modding interface requests
- Topic: Third option for use_exact_mode: toggle
- Replies: 0
- Views: 822
Third option for use_exact_mode: toggle
I was halfway through writing a suggestion for the game itself when I remembered that half of the idea is already implemented for mods.
I would like to suggest an option for chests to have a checkbox allowing the player to toggle exact mode on a given entity. I would especially love it if this ...
I would like to suggest an option for chests to have a checkbox allowing the player to toggle exact mode on a given entity. I would especially love it if this ...
- Fri May 12, 2023 2:08 am
- Forum: Ideas and Requests For Mods
- Topic: [Mod Idea] - Personal Auto Crafting mod
- Replies: 5
- Views: 4282
Re: [Mod Idea] - Personal Auto Crafting mod
I should note that IR3 intentionally makes handcrafting painful to strongly encourage automation. In my personal experience of it, you should focus on automating intermediates so that you're only hand crafting buildings, then work on automating the buildings.
I feel that this is a very deliberate ...
I feel that this is a very deliberate ...
- Mon May 01, 2023 1:08 am
- Forum: Implemented mod requests
- Topic: on_gui_element_destroyed
- Replies: 7
- Views: 3226
Re: on_gui_element_destroyed
Likely should require registration, similar to entities being destroyed, otherwise a lot of irrelevant events could happen.
- Sat Apr 29, 2023 12:55 am
- Forum: Modding help
- Topic: Healing Over Time
- Replies: 15
- Views: 6446
Re: Healing Over Time
I don't remember it exactly myself, but the projectile creates a "poison-cloud" entity, which I believe is a "smoke with triggers" I think?
- Fri Apr 28, 2023 11:00 pm
- Forum: Modding help
- Topic: Modify the "tutorial" player?
- Replies: 2
- Views: 1505
Re: Modify the "tutorial" player?
You should be able to loop through tutorials in the prototype tree, and prefix their code with a line to set the character's reach there.
- Fri Apr 28, 2023 10:57 pm
- Forum: Modding help
- Topic: Healing Over Time
- Replies: 15
- Views: 6446
Re: Healing Over Time
Look at how poison clouds do damage over time, and give that negative damage to make a heal-over-time area.
- Fri Feb 10, 2023 3:07 pm
- Forum: Modding help
- Topic: How do I use request_path?
- Replies: 4
- Views: 3100
Re: How do I use request_path?
I think character.prototype.bounding_box should work, right?
But aside from that your code is prone to issues in a multiplayer setting, since you've hardcoded "player 1" in there. You should instead do game.players[event.player_index], and you should also be checking that objects exist and are ...
But aside from that your code is prone to issues in a multiplayer setting, since you've hardcoded "player 1" in there. You should instead do game.players[event.player_index], and you should also be checking that objects exist and are ...
- Wed Feb 08, 2023 3:31 am
- Forum: Modding interface requests
- Topic: Adding a way for "dynamic" camera
- Replies: 2
- Views: 2016
Re: Adding a way for "dynamic" camera
This definitely feels like it would be better as a suggestion on the base game. As it involves the cursor position (which isn't part of the game state) and the rendered camera (which just renders the game state) it would be very difficult to get it in a mod since mods are all about working with the ...
- Thu Jan 26, 2023 10:54 am
- Forum: Modding discussion
- Topic: spider-vehicle unselectable if it is too high
- Replies: 5
- Views: 2866
Re: spider-vehicle unselectable if it is too high
Forgive me if this is a daft question, but why is the search for selection boxes implemented using collision boxes? I'm guessing code reuse, since collision boxes are used in so many more places?
- Tue Jan 03, 2023 11:24 am
- Forum: Ideas and Requests For Mods
- Topic: Aliens/Enemies controlling as Mod
- Replies: 1
- Views: 1771
- Mon Dec 05, 2022 8:02 am
- Forum: Won't implement
- Topic: [lua][feature] User defined data attached to lua entity
- Replies: 6
- Views: 4745
Re: [lua][feature] User defined data attached to lua entity
I'm fairly sure this would actually be worse for performance, since you'd be querying the game engine for the user data rather than using your local Lua environment for it. Interfacing between script and game are the biggest bottleneck for mod performance, and such round trips should be minimised ...