I think the old one is better because you do use landfill to make them, it will make sense to have landfill bordereugenekay 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
Search found 133 matches
- 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]
- 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
- 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 ...
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 ...
- 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 ","
It is all inside a teble so you should just use ","
- 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 ...
- 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()
- 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.
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: 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 ...
- 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 ...
- Fri Oct 17, 2025 4:14 am
- Forum: Modding interface requests
- Topic: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
- Replies: 4
- Views: 1562
- Wed Oct 15, 2025 6:08 pm
- Forum: Resolved Requests
- Topic: Detail of feature flags
- Replies: 9
- Views: 2215
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: 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 ...
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: 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 ...
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: 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.
- 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.
- 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 :/
- 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.
- 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.
- 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 ...
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: 436
Toggle entities_require_heating in runtime
Like make it freezing in exo-planetary system or seasonal winter in certain planet :>