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by protocol_1903
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 ...
by protocol_1903
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

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
Please put separate feature requests in separate forum posts, otherwise it's likely to get lost.
by protocol_1903
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
by protocol_1903
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
by protocol_1903
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
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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?
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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
by protocol_1903
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.
by protocol_1903
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?
by protocol_1903
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
by protocol_1903
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.
by protocol_1903
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 ...

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