+1
While I'm not quite sure I follow wanne's reasoning, I do agree that it would be very nice to have the ability to divorce the amount of energy required to craft something from the amount of time required to craft it. Even something as simple as an energy_cost_modifier similar to the already ...
Search found 10 matches
- Mon Aug 10, 2026 5:10 am
- Forum: Modding interface requests
- Topic: Introduce energy_required
- Replies: 1
- Views: 275
- Mon Aug 03, 2026 5:57 pm
- Forum: Modding interface requests
- Topic: Add scale_fuel_usage to burner-generators
- Replies: 2
- Views: 288
Re: Add scale_fuel_usage to burner-generators
I don't know if it's changed recently, but I just tested this in in 2.1.12 using the built in burner generator, and it definitely does scale it's output and fuel consumption to match the network consumption.
- Sun Aug 02, 2026 7:41 am
- Forum: Modding interface requests
- Topic: Better entity collision mask options
- Replies: 1
- Views: 202
Better entity collision mask options
Currently the only control over entity collision that we have is defining the layers the entity is blacklisted from colliding with. Adding the ability to have layers that are either whitelisted (don't collide even if they share a blacklisted layer), or required (most be placed such that it's ...
- Fri Jul 31, 2026 10:09 pm
- Forum: Modding interface requests
- Topic: Add scale_fuel_usage to burner-generators
- Replies: 2
- Views: 288
Add scale_fuel_usage to burner-generators
Currently both reactors and fluid generators have the ability to decouple their power generation/fuel consumption from the amount of energy the electrical network they are hooked up to needs, but burner generators have no such option.
- Fri Jul 31, 2026 10:05 pm
- Forum: Modding interface requests
- Topic: TriggerEffect entity force options
- Replies: 0
- Views: 119
TriggerEffect entity force options
It would be nice if rather than being limited to just as_enemy, if there was an option to specify a force explicitly for the entity create triggers.
- Wed Jul 29, 2026 1:10 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.12] Rocket Rush lobby tiles incorrect
- Replies: 1
- Views: 512
[2.1.12] Rocket Rush lobby tiles incorrect
The rocket rush scenario lobby is now surrounded by grass instead of the out-of-map/empty-space that were there previously. Both 2.0.77 and 2.1.12 have the grass.
Current lobby: Old lobby (picture taken from wiki)
Current lobby: Old lobby (picture taken from wiki)
- Mon Jul 20, 2026 6:02 pm
- Forum: Modding interface requests
- Topic: Improved UnitSpawner/Unit behavior control and/or events
- Replies: 0
- Views: 141
Improved UnitSpawner/Unit behavior control and/or events
Currently there is very limited support for customizing how a non-player force acts, making it difficult or impossible to make a force act differently to how biters act. Having more control over parameters such as default distractions, pollution responses, default commands, expansion logic, and ...
- Sat Jul 18, 2026 9:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.11] Spawners will not spawn defensive units
- Replies: 1
- Views: 650
[2.1.11] Spawners will not spawn defensive units
Spawners will not spawn any units that have join_attacks=false in their ai_settings. This is true both for the passive spawns up to the spawner unit cap, and when the spawner is receiving enough pollution to create an attack.
What did you do?
Changed the small biter prototype to have join_attacks ...
What did you do?
Changed the small biter prototype to have join_attacks ...
- Wed Jul 01, 2026 12:22 am
- Forum: Implemented mod requests
- Topic: Locking player to remote view
- Replies: 7
- Views: 682
Re: Locking player to remote view
+1
Remote view is a huge improvement over doing janky god controller stuff, but without the ability for remote view to be enabled permanently, any mods not centered on the character entity are still required to do all that janky setup, since remote view can only ever be temporarily set.
Remote view is a huge improvement over doing janky god controller stuff, but without the ability for remote view to be enabled permanently, any mods not centered on the character entity are still required to do all that janky setup, since remote view can only ever be temporarily set.
- Sat Oct 26, 2024 3:16 am
- Forum: Technical Help
- Topic: [2.0.11] Pixel Flickering random colors
- Replies: 0
- Views: 532
[2.0.11] Pixel Flickering random colors
Certain pixels are colored incorrectly. especially at higher zoom levels. They appear to have a random RGB value, and flicker constantly. There seem to be occurrences that are fixed to the camera (do not move when character moves), as well as some that are fixed to the game world (do move when ...