Search found 6 matches
- Sun Jul 02, 2023 5:20 pm
- Forum: Modding interface requests
- Topic: Prevent shift-left-click on power poles from removing cross-surface wire connections
- Replies: 1
- Views: 290
Prevent shift-left-click on power poles from removing cross-surface wire connections
Prevent shift-left-click on power poles from removing cross-surface wire connections. Players can't connect power poles between different surfaces through regular means themselves, so they shouldn't be able to disconnect inter-surface connections either. In Space Exploration and Power Overload, for ...
- Tue Jun 27, 2023 2:06 am
- Forum: Fixed for 2.0
- Topic: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
- Replies: 22
- Views: 7141
Re: [1.1.53] "Output Full" calculations break with result amounts > item stacksize
I would also like to express a desire for this behavior to be changed. There are some recipes in Space Exploration that can produce more than the stack size of the item in a single recipe cycle, and will stall the machine. I find this behavior very frustrating.
- Mon Jan 09, 2023 8:59 pm
- Forum: Documentation Improvement Requests
- Topic: how much do crafting machines fill their output fluidboxes before stopping?
- Replies: 0
- Views: 181
how much do crafting machines fill their output fluidboxes before stopping?
Hello, can some documentation be added for how much crafting machines will fill their output fluidboxes before stopping? For context, I was looking at how some crafting machines in space exploration interact with their output fluidboxes, and I found that some recipes ignore the fluidbox size and wil...
- Sun Oct 02, 2022 4:38 am
- Forum: Assigned
- Topic: [Klonan] [1.1.69] Lab gui shows wrong level and science pack count after tech switch while lab gui is open.
- Replies: 0
- Views: 717
[Klonan] [1.1.69] Lab gui shows wrong level and science pack count after tech switch while lab gui is open.
When a tech switch to a leveled technology happens while the lab gui is open, the tech shown in the lab has an incorrect level and incorrect cost. wrong tech gui.mp4 In the video, I use the research queue to switch the techs without closing the lab gui, and you can see that the tech goes to level 0 ...
- Sun Jul 18, 2021 3:07 am
- Forum: Modding help
- Topic: [1.1.36] Cannon/Tank Gun Projectiles Ignore Ammo's range_modifier
- Replies: 1
- Views: 648
Re: [1.1.36] Cannon/Tank Gun Projectiles Ignore Ammo's range_modifier
I figured it out. I was deepcopying explosive-cannon-projectile and changing it's range_modifier, because I was under the impression that the distance that a projectile could travel was determined by the range of the turret that fired it. After changing the range of the gun that I was using, I found...
- Sat Jul 17, 2021 10:25 pm
- Forum: Modding help
- Topic: [1.1.36] Cannon/Tank Gun Projectiles Ignore Ammo's range_modifier
- Replies: 1
- Views: 648
[1.1.36] Cannon/Tank Gun Projectiles Ignore Ammo's range_modifier
Story time: I was messing with the True Nukes mod, and found that the nuclear cannon shells (which have a range modifier of 200%) were not actually firing any farther than the normal cannon shells. So, I made a mod that takes the normal cannon shells and adds range modifiers, to see if it was just T...