Search found 15 matches
- Thu Nov 14, 2024 7:57 am
- Forum: Ideas and Suggestions
- Topic: Radars on space platforms should link signals to the planet under them
- Replies: 6
- Views: 463
Re: Radars on space platforms should link signals to the planet under them
I agree that this would be an awesome feature, but only if it is a different structure or there is a way to disable cross-surface radar sharing (as in, only let a planetside radar get signals from orbit if you toggle it to point upward, somehow?). If every radar in orbit automatically beams signals ...
- Thu Nov 14, 2024 5:58 am
- Forum: Ideas and Suggestions
- Topic: Allow (non-cheaty) map rechart without disabling achievements
- Replies: 0
- Views: 64
Allow (non-cheaty) map rechart without disabling achievements
TL;DR Let the player rechart the map info they already know without using an achievement-disabling console command. What? I would like an in-game option or non-cheating command to rechart the map, or specifically the areas and objects that the player should already have knowledge of. I know about &...
- Tue Nov 12, 2024 2:34 am
- Forum: Bug Reports
- Topic: [2.0.15] Platform deadlocks: tile rules interact badly with cut-pasting and deconstructing complicated designs.
- Replies: 0
- Views: 92
[2.0.15] Platform deadlocks: tile rules interact badly with cut-pasting and deconstructing complicated designs.
11-11-2024, 20-24-19.png 11-11-2024, 20-24-19.png In this screenshot, I have just attempted to move a (valid) piece of my space station a few tiles to the left by using the cut and paste shortcuts and then using the deconstruction planner to clean up unused space platform tiles. What happened appea...
- Thu Nov 07, 2024 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Wires on platforms in the ground
- Replies: 4
- Views: 178
Re: Wires on platforms in the ground
Wait, can you not place power poles on space platforms by default? I recall being able to do that in a creative test world with the Editor Extensions mod... If this isn't doable in vanilla, I think circuit wires on platforms needs to be addressed ASAP. (Also I agree that even if it is possible in va...
- Thu Nov 07, 2024 6:24 am
- Forum: Ideas and Suggestions
- Topic: Container inventory information (max/available slots) for circuit networks
- Replies: 1
- Views: 154
Re: Container inventory information (max/available slots) for circuit networks
I strongly second this suggestion! It would be one less set of numbers to have to hard-code everywhere (and also be convenient for mods which might change chest sizes, as you said). I will note that with the selector combinator that can output stack sizes (I'm actually not sure if it is DLC exclusiv...
- Thu Nov 07, 2024 6:07 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 105
- Views: 6766
Re: Ability to craft lower quality with higher quality
A small issue with the "down-binner caps things to its own quality" idea is that a Legendary down-binner does nothing (or whatever the highest quality ends up being given any mods you are playing with). And speaking of mods, whether it's this idea, the settings idea or something else, it w...
- Sun Nov 03, 2024 11:24 pm
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 57
- Views: 3198
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
I suspect this feature could be straightforwardly modded in by creating a duplicate power pole with different collision layers, but I have no skill with how to do the art to make it look like it has an elevated support. Unless Fulgora's oil ocean works very differently from pre-Space Age water place...
- Sun Nov 03, 2024 10:50 pm
- Forum: Outdated/Not implemented
- Topic: Zero signal distinct from no signal
- Replies: 6
- Views: 5757
Re: Zero signal distinct from no signal
My apologies, it looks like I didn't check far enough back when looking through the existing suggestions. I can only say that combinator and wire behavior has already changed substantially with 2.0, so I hope this gets re-evaluated someday (especially in light of Selector combinator's functionality)...
- Sun Nov 03, 2024 1:36 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 105
- Views: 6766
Re: Ability to craft lower quality with higher quality
To clarify, I'm thinking of explicit down-binning, that the player would have to deliberately setup, not automatic. So, there wouldn't be mysteriously disappearing quality. Ah, I see. Sorry for the misunderstanding. However in practice this is still not much better. The crux of the issue is that th...
- Sat Nov 02, 2024 3:57 am
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 105
- Views: 6766
Re: Ability to craft lower quality with higher quality
Of the ideas I've seen, I think down-binning is by far the simplest, and probably also less prone to exploits or unintended consequences. I haven't gotten to quality quite yet in my current playthrough, but I've already downloaded that proof-of-concept mod and will be trying it out. However I think ...
- Fri Nov 01, 2024 5:56 pm
- Forum: Outdated/Not implemented
- Topic: Zero signal distinct from no signal
- Replies: 6
- Views: 5757
Let Combinators Distinguish Between Zero-Valued Signal and Absent Signal
TL;DR I would like an option to let the Circuit Network, specifically Combinators, reliably distinguish between a signal with value = 0 and a signal that is not present at all, because the current erasure of zero-valued signals adds significant extra complications to what should be basic math opera...
- Mon Sep 05, 2022 8:09 pm
- Forum: Modding help
- Topic: Can I force certain values for other mods' startup settings?
- Replies: 3
- Views: 806
Can I force certain values for other mods' startup settings?
I'm trying to make a mod that depends on other mods, and I want to make sure specific settings of those mods are enabled or disabled. This is largely because some mods will add prototypes or not depending on the value of a startup setting and my mod will depend on those prototypes existing. Is it po...
- Fri Sep 02, 2022 11:02 pm
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 56324
BeltSorter 0.9.1 Feature request: Speed settings
Hello, I like the concept of this mod but it doesn't keep up with the faster belts added by some mods. Would it be convenient to expose a setting that allows the user to set the speeds of the 5 belt sorters? There are several mods that change belt speeds or add faster belts, such as Double Speed Bel...
- Thu Aug 25, 2022 5:06 pm
- Forum: Modding help
- Topic: How to prevent an existing resource from spawning?
- Replies: 3
- Views: 896
Re: How to prevent an existing resource from spawning [SOLVED?]
After looking at brevven's mods as well as digging through the code of the PyLandBlock mod, i found a way that seems to work. The code is local ores_to_remove = {"zircon", "graphite"} for _, ore in ipairs(ores_to_remove) do if data.raw["resource"][ore] then data.raw[&qu...
- Wed Aug 24, 2022 10:12 pm
- Forum: Modding help
- Topic: How to prevent an existing resource from spawning?
- Replies: 3
- Views: 896
How to prevent an existing resource from spawning?
I'm trying to create a mod that changes some other mods' behavior. In particular I want to prevent some resources from spawning on the map. By this I mean that the ore shouldn't appear on the ground and the resource control sliders in the new game menu should not appear. It is OK, maybe even desirab...