Search found 326 matches
- Tue Sep 23, 2025 8:09 pm
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 6
- Views: 470
Re: Module slots for Agricultural Towers
I could maybe see speed only affecting the movements of the tower, and productivity/quality only affecting when a tower harvests something but... eh. It seems like a lot of work for not much payoff. Not that I'm saying it wouldn't be cool, but probably out of scope.
- Sat Sep 20, 2025 9:50 pm
- Forum: Implemented mod requests
- Topic: Access to file manipulation in data stage
- Replies: 4
- Views: 1230
Re: Access to file manipulation in data stage
They specified data stage, not control stage. +1
- Thu Sep 18, 2025 5:22 am
- Forum: Modding interface requests
- Topic: Make FluidPrototype implement fuel_category
- Replies: 2
- Views: 273
Re: Make FluidPrototype implement fuel_category
This would be a much more interesting take on the 'allow fluid filters' request, I like it. +1
- Thu Sep 18, 2025 5:20 am
- Forum: Modding interface requests
- Topic: Fluid wagon connection category
- Replies: 4
- Views: 433
Re: Fluid wagon connection category
Not NPT compatibility hell again
But +1, actually
But +1, actually
- Sat Sep 13, 2025 6:13 pm
- Forum: Modding interface requests
- Topic: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
- Replies: 4
- Views: 510
Re: Adjustable cap for efficiency module power use reduction
+1, perhaps also a custom maximum level as well (like +400%)
- Thu Sep 11, 2025 4:37 pm
- Forum: Implemented mod requests
- Topic: previous_target for on_marked_for_upgrade
- Replies: 2
- Views: 795
Re: previous_target for on_marked_for_upgrade
Thats an awesome fix. Thank you!Bilka wrote: Thu Sep 11, 2025 2:17 pm While it won't help with your mod anymore since redo is now part of the base game, I still added previous_target and previous_quality to the on_marked_for_upgrade event for 2.0.67.
- Thu Sep 11, 2025 5:21 am
- Forum: Modding interface requests
- Topic: Assigning multiple fluidboxes
- Replies: 3
- Views: 283
Re: Assigning multiple fluidboxes
Dang. Strange, but okGizzmohammer wrote: Thu Sep 11, 2025 2:15 amUnfortunately you can't mix automatic and manual modes, it throws an errorprotocol_1903 wrote: Wed Sep 10, 2025 5:48 am You might be able to do it in the current implementation by setting just the water fluidbox and leaving the fluidbox index for the other fluid blank.
- Thu Sep 11, 2025 5:19 am
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 610
Re: Make FusionGeneratorPrototype implement burns_fluid
Any chance that could get added to electrical energy sources in general to solve the similar boiler case mentioned?Bilka wrote: Wed Sep 10, 2025 11:47 am I've added FusionGeneratorPrototype::effectivity for 2.0.67 just in case it's useful.
- Wed Sep 10, 2025 5:51 am
- Forum: Modding interface requests
- Topic: Scaling the Health Effects of Crafting Machines
- Replies: 5
- Views: 491
Re: Scaling the Health Effects of Crafting Machines
I feel like a variable effect might be computation intensive, although this does seem like an edge case where partial power availability should not activate the effect.
- Wed Sep 10, 2025 5:48 am
- Forum: Modding interface requests
- Topic: Assigning multiple fluidboxes
- Replies: 3
- Views: 283
Re: Assigning multiple fluidboxes
You might be able to do it in the current implementation by setting just the water fluidbox and leaving the fluidbox index for the other fluid blank. But yeah, a proper way to do it would be nice
- Tue Sep 09, 2025 5:52 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 610
Re: Make FusionGeneratorPrototype implement burns_fluid
Clarify what you mean? ElectricEnergySourcePrototype has no efficiency value.
Ah, I thought ElectricEnergySourcePrototype had effectivity (i get the two names mixed up). Apparently it's only a property of burner and fluid energy sources. I believe that lever would allow you to do what you ...
- Tue Sep 09, 2025 4:19 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 610
Re: Make FusionGeneratorPrototype implement burns_fluid
On a similar note, I'd like if BoilerPrototype could have its output value overridden. It's the cleanest way to turn one fluid into another and consume energy in the process, but the output speed and output ratio both depend on the relative heat capacities of the input and output fluids. Being ...
- Tue Sep 09, 2025 4:16 pm
- Forum: Implemented mod requests
- Topic: Improve data:extend's error message (or support the common misuse)
- Replies: 3
- Views: 192
Re: Improve data:extend's error message (or support the common misuse)
I feel like only allowing a table input to `data:extend` is fine. Nothing is lost by preventing just one prototype to be input
- Tue Sep 09, 2025 4:15 pm
- Forum: Modding interface requests
- Topic: Allow LightningAttractorPrototype to support negative efficiency
- Replies: 9
- Views: 705
Re: Allow LightningAttractorPrototype to support negative efficiency
I'd say if it doesn't have enough energy available in the buffer, then the entity should explode. That, or some trigger event should be triggered, so that any number of effects can be defined (like how nuclear reactors explode, but burners dont).
- Tue Sep 09, 2025 4:13 pm
- Forum: Modding interface requests
- Topic: Add saturation and brightness as a field when definining animations/icons/any sort of image where you can define tint
- Replies: 1
- Views: 277
Re: Add saturation and brightness as a field when definining animations/icons/any sort of image where you can define tin
This is because you are using a color mask on the item/entity. For color masks to work properly, the layer it is masking should be completely white. Otherwise, certain bands of color are applied in different amounts. This won't be changed, because it allows for color masks to have blends and fades ...
- Thu Sep 04, 2025 4:39 am
- Forum: Modding interface requests
- Topic: LuaControl.is_technology_gui_open and LuaControl.close_technology_gui
- Replies: 4
- Views: 363
Re: LuaControl.is_technology_gui_open and LuaControl.close_technology_gui
That too, I hadn't considered that. I figured it was even less connected to the game state
- Thu Sep 04, 2025 2:18 am
- Forum: Modding interface requests
- Topic: LuaControl.is_technology_gui_open and LuaControl.close_technology_gui
- Replies: 4
- Views: 363
Re: LuaControl.is_technology_gui_open and LuaControl.close_technology_gui
In pYSEx we have a custom starmap (sorry not sorry we do funky things) and part of this is having a way to 'override' the usual map. We do this by moving the player around when they click the starmap button, and we check for that by checking the player's cursor position on the screen when the button ...
- Wed Sep 03, 2025 6:39 am
- Forum: Modding interface requests
- Topic: LuaControl.is_technology_gui_open and LuaControl.close_technology_gui
- Replies: 4
- Views: 363
LuaControl.is_technology_gui_open and LuaControl.close_technology_gui
As in title. Checks for if the technology gui is open, and a way to close it if so.
- Tue Sep 02, 2025 8:44 pm
- Forum: Modding interface requests
- Topic: Allow entities to prevent automatic targeting behavior of inserters while allowing explicit assignment by script
- Replies: 3
- Views: 578
Re: Allow entities to prevent automatic targeting behavior of inserters while allowing explicit assignment by script
Running into this issue again, +1
- Tue Sep 02, 2025 8:04 pm
- Forum: Modding interface requests
- Topic: Plant Harvesting Productivity Modifier
- Replies: 3
- Views: 436