Search found 566 matches
- Thu Sep 24, 2026 6:59 pm
- Forum: Modding interface requests
- Topic: Request for 3 new QualityPrototype properties
- Replies: 2
- Views: 267
Re: Request for 3 new QualityPrototype properties
I can't say for the roboport ones, those might be possible. Number 2 has already been disregarded as a won't implement, partially for deciding which distance to use when using mixed quality belts, and partially for then having to integrate that into every upgrade and fast-replace system. 3 is ...
- Tue Sep 22, 2026 4:47 pm
- Forum: Modding interface requests
- Topic: Allow placing GUI elements relative to the "Surface List" GUI
- Replies: 4
- Views: 302
Re: Allow placing GUI elements relative to the "Surface List" GUI
Please put separate feature requests in separate forum posts, otherwise it's likely to get lost.sarge945 wrote: Tue Sep 22, 2026 3:14 am While you're there, being able to resize it would be good too. It's too limited with the number of items it can have, especially in 2.1
- Tue Sep 22, 2026 4:46 pm
- Forum: Resolved for the next release
- Topic: [Lou][2.1.14] FluidWagonPrototype base_valve_offset issues
- Replies: 8
- Views: 812
- Mon Sep 21, 2026 8:33 pm
- Forum: Modding interface requests
- Topic: Allow placing GUI elements relative to the "Surface List" GUI
- Replies: 4
- Views: 302
Re: Allow placing GUI elements relative to the "Surface List" GUI
+1, this would be nice for "alt surfaces" and different universe viewers
- Mon Sep 21, 2026 8:26 am
- Forum: Modding interface requests
- Topic: Allow placing GUI elements relative to the Tool Window
- Replies: 3
- Views: 237
Re: Allow placing GUI elements relative to the Tool Window
+1, I want to use it for a similar life support UI and another small UI
- Mon Sep 21, 2026 5:27 am
- Forum: Modding interface requests
- Topic: rotation/variations for selection box
- Replies: 1
- Views: 161
Re: rotation/variations for selection box
+1, I want to use it for almost identical purposes but underground :D
- Mon Sep 21, 2026 5:26 am
- Forum: Implemented mod requests
- Topic: [2.0.72] ItemPrototype:fuel_categories
- Replies: 15
- Views: 1655
Re: [2.0.72] ItemPrototype:additional_fuel_categories
1/ Item description for fuels has 2 lines that are based on fuel category: type of fuel ("Burnable fuel" / "Nutrients" / "Food") and fuel value ("Fuel value:" / "Yummy value:" / "Energy value:").
1a/ What should happen to the fuel type line? Should there be one line for each fuel category?
1b ...
- Sat Sep 19, 2026 5:26 pm
- Forum: Implemented mod requests
- Topic: [2.0.72] ItemPrototype:fuel_categories
- Replies: 15
- Views: 1655
- Thu Sep 17, 2026 5:51 pm
- Forum: Resolved for the next release
- Topic: [Lou][2.1.14] FluidWagonPrototype base_valve_offset issues
- Replies: 8
- Views: 812
Re: [Lou][2.1.14] FluidWagonPrototype base_valve_offset issues
I'm trying to line up graphics for an entity where the offset is zero when horizontal, but there is a vertical offset in different directions depending on the direction the wagon is facing.
Could perhaps, if the argument is zero, the position is just interpolated along the straight line? Such that ...
Could perhaps, if the argument is zero, the position is just interpolated along the straight line? Such that ...
- Thu Sep 17, 2026 4:03 pm
- Forum: Resolved for the next release
- Topic: [Lou][2.1.14] FluidWagonPrototype base_valve_offset issues
- Replies: 8
- Views: 812
Re: [Lou][2.1.14] FluidWagonPrototype base_valve_offset issues
One could argue, that when horziontal, it should retutn the value of the horizontal argument, but this is already a generally undesirable state - when the horizontal argument would be returned, there would be shard jerk to zero when any deviation from the horizontal direction would occur.
I don ...
- Thu Sep 17, 2026 5:58 am
- Forum: Modding interface requests
- Topic: Allow spoil_weight and percent_spoiled > 1
- Replies: 4
- Views: 326
Re: Allow spoil_weight and percent_spoiled > 1
I see, my termonology and understanding was bad. In that case, could percent_spoiled be allowed < 0 such that it would add freshness to the product, i.e. decaying later?
- Wed Sep 16, 2026 4:25 pm
- Forum: Modding interface requests
- Topic: Allow spoil_weight and percent_spoiled > 1
- Replies: 4
- Views: 326
Re: Allow spoil_weight and percent_spoiled > 1
1/ ItemIngredientPrototype::spoil_weight > 1
From a technical point of view, there are absolutely no obstacles to allowing this, but there are also no benefits of having this. When ingredients are consumed a crafting machine computes aggregate "spoil percent" value of ingredients consumed (this ...
- Tue Sep 15, 2026 8:30 pm
- Forum: Modding interface requests
- Topic: Allow spoil_weight and percent_spoiled > 1
- Replies: 4
- Views: 326
Allow spoil_weight and percent_spoiled > 1
As in title. The implementation details and how it would function differs, so I'll lay out my ideas below. I do think these ideas are related, though, so I thought to combine them here.
ItemIngredientPrototype::spoil_weight > 1
I have two ideas for how this could be implemented. The first is ...
ItemIngredientPrototype::spoil_weight > 1
I have two ideas for how this could be implemented. The first is ...
- Tue Sep 15, 2026 6:44 pm
- Forum: Modding interface requests
- Topic: Linked heat pipe connections
- Replies: 1
- Views: 153
Linked heat pipe connections
Just like linked pipe connections, it would be nice to have linked heat pipes. I figure they would work the same as normal heat pipes regardless of distance, and the linking/unlinking API at runtime would be very similar to the linked pipe connections API. It would need some changes to the ...
- Tue Sep 15, 2026 6:38 pm
- Forum: Modding interface requests
- Topic: ModuleEffect Prototype: A prototype to add new module effects evaluated for entities.
- Replies: 5
- Views: 598
Re: ModuleEffect Prototype: A prototype to add new module effects evaluated for entities.
+1, would be nice for a few pY effects i have in mind that are similar to some mods on the portal
- Sat Sep 12, 2026 5:48 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.17] Crash (FluidBox.cpp:432: !this->buffer was not true)
- Replies: 4
- Views: 689
Re: [2.1.17] Crash (FluidBox.cpp:432: !this->buffer was not true)
Thanks, I'll make sure to look for that invalid code segment.
- Fri Sep 11, 2026 11:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.17] Crash (FluidBox.cpp:432: !this->buffer was not true)
- Replies: 4
- Views: 689
Re: [2.1.17] Crash (FluidBox.cpp:432: !this->buffer was not true)
What was causing the issue? Was it attempting to set something fluid related on a ghost?
- Fri Sep 11, 2026 11:37 pm
- Forum: Implemented mod requests
- Topic: LuaRenderObject:tall (Display rendered sprites only when tall entities are visible)
- Replies: 2
- Views: 312
Re: LuaRenderObject:tall (Display rendered sprites only when tall entities are visible)
+1, it would be really useful for pY's wind turbines and a few powerplants that use rendering
- Wed Sep 09, 2026 4:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.17] Fluid progress bar stretched on fluid container
- Replies: 4
- Views: 734
Re: [2.1.17] Fluid progress bar stretched on fluid container
Perhaps the height should be clamped? Though, if it's constant now, I can clamp it on my end.
- Tue Sep 08, 2026 6:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.17] Crash (FluidBox.cpp:432: !this->buffer was not true)
- Replies: 4
- Views: 689
[2.1.17] Crash (FluidBox.cpp:432: !this->buffer was not true)
I'm experiencing a weird CTD with editor mode and the mod I'm working on, particularly it's the "instant blueprint building" setting. I'm going to keep digging around with the cause on my end, I have a feeling it's trying to do fluid something with an entity that doesn't have a fluid segment ...