Search found 129 matches
- Wed Oct 29, 2025 3:50 pm
- Forum: Modding interface requests
- Topic: Gui element that shows script inventory
- Replies: 8
- Views: 509
Re: Gui element that shows script inventory
This has been requested a few times but it lacks details about how it's supposed to function.
* Would it show the full contents of some inventory or is it just showing mod-defined names/counts?
* Would it allow normal cursor interactions (add/remove/set-filter/clear-filter?)
* Would it attempt to ...
- Sat Oct 25, 2025 3:43 pm
- Forum: Modding interface requests
- Topic: Gui element that shows script inventory
- Replies: 8
- Views: 509
Gui element that shows script inventory
a GuiElementType that supports LuaGameScript.create_inventory()
- Sun Oct 19, 2025 5:42 pm
- Forum: Resolved Requests
- Topic: Detail of feature flags
- Replies: 9
- Views: 674
Re: Detail of feature flags
Answer: No, because helpers.is_valid_sprite_path("__base__/../space-age/thumbnail.png") is not usable in prototype stage.
and even it does, you probablly cannot use it for detection purpose at all.
and even it does, you probablly cannot use it for detection purpose at all.
- Sat Oct 18, 2025 4:56 pm
- Forum: Resolved Requests
- Topic: Detail of feature flags
- Replies: 9
- Views: 674
Re: Detail of feature flags
is it usable in vanilla modding?
If my memory serves me right yes, its just not been done yet afaik. You obviously can't rely on the space-age graphics for your own fusion prototypes then.
Actually you can, even if the space-age mod is disabled, you can actuallly use __base__/../space ...
- Sat Oct 18, 2025 3:47 pm
- Forum: Resolved Requests
- Topic: Detail of feature flags
- Replies: 9
- Views: 674
Re: Detail of feature flags
is it usable in vanilla modding?
If my memory serves me right yes, its just not been done yet afaik. You obviously can't rely on the space-age graphics for your own fusion prototypes then.
Actually you can, even if the space-age mod is disabled, you can actuallly use __base__/../space-age ...
- Fri Oct 17, 2025 4:14 am
- Forum: Modding interface requests
- Topic: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
- Replies: 4
- Views: 818
- Wed Oct 15, 2025 6:08 pm
- Forum: Resolved Requests
- Topic: Detail of feature flags
- Replies: 9
- Views: 674
Re: Detail of feature flags
is it usable in vanilla modding?BrainGamer_ wrote: Wed Oct 15, 2025 5:56 pm FYI fusion-reactors & generators are not locked behind any feature flag![]()
- Wed Oct 15, 2025 4:28 pm
- Forum: Resolved Requests
- Topic: Detail of feature flags
- Replies: 9
- Views: 674
Detail of feature flags
I mean there are a lots of feature is locked behid dlc feature flags but documentation seems not actually explain what mapped to what,only said it require space age.
For example what feature key is agriculture tower catgorized in? spoiling? how about plantprototype ?
fusion-reactor prototype?
is ...
For example what feature key is agriculture tower catgorized in? spoiling? how about plantprototype ?
fusion-reactor prototype?
is ...
- Tue Oct 14, 2025 1:26 pm
- Forum: Modding interface requests
- Topic: [Suggestion] Changes to auto recycle
- Replies: 5
- Views: 412
Re: [Suggestion] Changes to auto recycle
I don't think so, auto_barrel and auto_recycle is documented well in vanilla game and the modder really should watch out what then done with recipes.
And if modder some how add new iron-gear-wheel recipe, it probablly should mean a better recipe which should be the recipe that more approach ...
And if modder some how add new iron-gear-wheel recipe, it probablly should mean a better recipe which should be the recipe that more approach ...
- Mon Oct 13, 2025 3:12 pm
- Forum: Modding interface requests
- Topic: Detailed reason for disabled entity
- Replies: 2
- Views: 184
Re: Detailed reason for disabled entity
Damn, space age engine sure is advanced.
- Mon Oct 13, 2025 2:46 pm
- Forum: Modding interface requests
- Topic: Detailed reason for disabled entity
- Replies: 2
- Views: 184
Detailed reason for disabled entity
Most simplistic way is just add a optional translate key to show why it got disabled, and more complicated way to have a table of reason why it got disabled but it can make mod interactions more clear to both player and nodders.
- Thu Oct 09, 2025 11:29 am
- Forum: Already exists
- Topic: Mining drill resource selection
- Replies: 2
- Views: 241
Re: Mining drill resource selection
I guess it is implemented :/
- Thu Oct 09, 2025 6:46 am
- Forum: Already exists
- Topic: Mining drill resource selection
- Replies: 2
- Views: 241
Mining drill resource selection
Just like the turret, allow you select what resources to mine thus prevent mixed modded ore patch which require mixed fluid input.
- Wed Oct 08, 2025 12:19 am
- Forum: Modding discussion
- Topic: [Research] Quick questions for modders (university seminar)
- Replies: 6
- Views: 542
Re: [Research] Quick questions for modders (university seminar)
I think we can make a dummy spoiling item using custom trigger, and then use that trigger to know what machine it needs to add heat for.
- Tue Oct 07, 2025 4:37 pm
- Forum: Modding interface requests
- Topic: Allow applying name of SurfacePrototype when creating surfaces
- Replies: 0
- Views: 235
Allow applying name of SurfacePrototype when creating surfaces
And not only that, maybe allow us pass it into "Luaforce.create_space_platform()" too.
ans maybe also allow passing PlanetPrototype too, so we can create alternative world easily, and maybe still allow us to pass some change , so passing a preset and passing a configuration is not mutually ...
ans maybe also allow passing PlanetPrototype too, so we can create alternative world easily, and maybe still allow us to pass some change , so passing a preset and passing a configuration is not mutually ...
- Tue Oct 07, 2025 4:35 pm
- Forum: Modding interface requests
- Topic: Toggle entities_require_heating in runtime
- Replies: 0
- Views: 229
Toggle entities_require_heating in runtime
Like make it freezing in exo-planetary system or seasonal winter in certain planet :>
- Sun Oct 05, 2025 4:19 am
- Forum: Modding interface requests
- Topic: More Ingredient/Product types
- Replies: 6
- Views: 406
Re: More Ingredient/Product types
I don't really see a use case or implementation for this, can you explain?
Fueling cold liquid oxygen into rocket silo and output hot liquid oxygen for reprocessing.
and when rocksilo is not in action they damaged itself overtime.
In that case be more particular about where you put your ...
- Sat Oct 04, 2025 7:59 pm
- Forum: Modding interface requests
- Topic: Weight for alternative item picture.
- Replies: 1
- Views: 184
Weight for alternative item picture.
Items like iron ore have more than 1 alternative picture to draw on belt or as items, and all the picture are weighted the same, we can spam the common picture to control it but it will be noce to have a weight to control it elegantly and have less load for engine to handle.
- Sat Oct 04, 2025 5:45 pm
- Forum: Modding interface requests
- Topic: More Ingredient/Product types
- Replies: 6
- Views: 406
Re: More Ingredient/Product types
I don't understand the first one. Rocket silos auto-void results automatically.
I think it will be more intresting if rocket-silo entity do not have such auto-void ability, and I agree it is more complex but I think it might be a right call.
You can already set a pollution multiplier on the ...
- Sat Oct 04, 2025 5:19 pm
- Forum: Modding interface requests
- Topic: Add Fluid Fuel Remainder
- Replies: 0
- Views: 124
Add Fluid Fuel Remainder
We ll know Fluoroketone and Plasma is a loop using "fusion-reactor" and "fusion-generator", but I want it more than those.
FluidPrototype:
ParentFluid :: optional FluidID :: this allow more fluid to be use in same generator but has a reference of what fluid get created
BoilerPrototype ...
FluidPrototype:
ParentFluid :: optional FluidID :: this allow more fluid to be use in same generator but has a reference of what fluid get created
BoilerPrototype ...