Search found 129 matches

by meifray
Wed Oct 29, 2025 3:50 pm
Forum: Modding interface requests
Topic: Gui element that shows script inventory
Replies: 8
Views: 508

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 ...
by meifray
Sat Oct 25, 2025 3:43 pm
Forum: Modding interface requests
Topic: Gui element that shows script inventory
Replies: 8
Views: 508

Gui element that shows script inventory

a GuiElementType that supports LuaGameScript.create_inventory()
by meifray
Sun Oct 19, 2025 5:42 pm
Forum: Resolved Requests
Topic: Detail of feature flags
Replies: 9
Views: 673

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.
by meifray
Sat Oct 18, 2025 4:56 pm
Forum: Resolved Requests
Topic: Detail of feature flags
Replies: 9
Views: 673

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 ...
by meifray
Sat Oct 18, 2025 3:47 pm
Forum: Resolved Requests
Topic: Detail of feature flags
Replies: 9
Views: 673

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 ...
by meifray
Wed Oct 15, 2025 6:08 pm
Forum: Resolved Requests
Topic: Detail of feature flags
Replies: 9
Views: 673

Re: Detail of feature flags

BrainGamer_ wrote: Wed Oct 15, 2025 5:56 pm FYI fusion-reactors & generators are not locked behind any feature flag :D
is it usable in vanilla modding?
by meifray
Wed Oct 15, 2025 4:28 pm
Forum: Resolved Requests
Topic: Detail of feature flags
Replies: 9
Views: 673

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 ...
by meifray
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 ...
by meifray
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.
by meifray
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.
by meifray
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 :/
by meifray
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.
by meifray
Wed Oct 08, 2025 12:19 am
Forum: Modding discussion
Topic: [Research] Quick questions for modders (university seminar)
Replies: 6
Views: 539

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.
by meifray
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 ...
by meifray
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 :>
by meifray
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 ...
by meifray
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.
by meifray
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 ...
by meifray
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 ...

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