Search found 133 matches

by meifray
Wed Aug 19, 2026 9:03 pm
Forum: Not a bug
Topic: [2.1.14] Different Soil transition than [2.0.72]
Replies: 3
Views: 203

Re: [2.1.14] Different Soil transition than [2.0.72]

eugenekay wrote: Wed Aug 19, 2026 9:00 pm 2.1.7 Changelog:
Added transitions to water and out of map to all tiles which were missing them
I think the old one is better because you do use landfill to make them, it will make sense to have landfill border
by meifray
Wed Aug 19, 2026 8:55 pm
Forum: Not a bug
Topic: [2.1.14] Different Soil transition than [2.0.72]
Replies: 3
Views: 203

[2.1.14] Different Soil transition than [2.0.72]

Pre:
tilebug_pre.png
tilebug_pre.png (2.7 MiB) Viewed 203 times
Post:
tilebug_post.png
tilebug_post.png (2.76 MiB) Viewed 203 times
by meifray
Sun Feb 08, 2026 7:57 pm
Forum: Modding interface requests
Topic: Quality affects Quality
Replies: 1
Views: 510

Quality affects Quality

I want to make a mod that Quality Machine also gives 1% Quality in each tier:
normal assembler still have 0 Quality, but Uncommon provides 1% Quality, Rare provides 2%, Epic 3, Legendary 4%;
Basically Quality of machine gives free Quality Module in the machine.

The implementation side might need to ...
by meifray
Wed Jan 21, 2026 5:49 pm
Forum: Modding help
Topic: Error : '}' expected
Replies: 4
Views: 803

Re: Error : '}' expected

You used ";" instead of ",".
It is all inside a teble so you should just use ","
by meifray
Wed Oct 29, 2025 3:50 pm
Forum: Implemented mod requests
Topic: Gui element that shows script inventory
Replies: 9
Views: 1578

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: Implemented mod requests
Topic: Gui element that shows script inventory
Replies: 9
Views: 1578

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: 2215

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: 2215

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: 2215

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: 2215

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: 2215

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: 1493

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: Already exists
Topic: Detailed reason for disabled entity
Replies: 2
Views: 780

Re: Detailed reason for disabled entity

Damn, space age engine sure is advanced.
by meifray
Mon Oct 13, 2025 2:46 pm
Forum: Already exists
Topic: Detailed reason for disabled entity
Replies: 2
Views: 780

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: 888

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: 888

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: 1776

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: 452

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: 436

Toggle entities_require_heating in runtime

Like make it freezing in exo-planetary system or seasonal winter in certain planet :>

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