Search found 326 matches

by protocol_1903
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.
by protocol_1903
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
by protocol_1903
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
by protocol_1903
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
by protocol_1903
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

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.
Thats an awesome fix. Thank you!
by protocol_1903
Thu Sep 11, 2025 5:21 am
Forum: Modding interface requests
Topic: Assigning multiple fluidboxes
Replies: 3
Views: 283

Re: Assigning multiple fluidboxes

Gizzmohammer wrote: Thu Sep 11, 2025 2:15 am
protocol_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.
Unfortunately you can't mix automatic and manual modes, it throws an error
Dang. Strange, but ok
by protocol_1903
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

Bilka wrote: Wed Sep 10, 2025 11:47 am I've added FusionGeneratorPrototype::effectivity for 2.0.67 just in case it's useful.
Any chance that could get added to electrical energy sources in general to solve the similar boiler case mentioned?
by protocol_1903
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.
by protocol_1903
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
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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
by protocol_1903
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).
by protocol_1903
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 ...
by protocol_1903
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
by protocol_1903
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 ...
by protocol_1903
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.

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