Search found 492 matches

by protocol_1903
Tue May 12, 2026 7:27 am
Forum: Modding interface requests
Topic: Overwrite dependency incompatibility
Replies: 11
Views: 788

Re: Overwrite dependency incompatibility


if enabling or disabling a given mod Dependency management doesn't work in this case anyway. If you disable a dependency the interface won't complain or mark your dependencies as red until you press commit. So "tries to" is a nice description. Citing the change in a feature that that isn't ...
by protocol_1903
Tue May 05, 2026 2:06 am
Forum: Modding interface requests
Topic: Overwrite dependency incompatibility
Replies: 11
Views: 788

Re: Overwrite dependency incompatibility

Knowing that you're trying to use SE+bobs, you'll likely have to do a lot of local edits anyway. At which point there's no difference to editing info.json yourself.
by protocol_1903
Thu Apr 30, 2026 7:39 pm
Forum: Won't implement
Topic: Access to the global electric network on a space platform
Replies: 2
Views: 860

Re: Access to the global electric network on a space platform

IIRC building a powerpole connects it to the global network, so you should be able to connect it to that
by protocol_1903
Thu Apr 30, 2026 7:37 pm
Forum: Implemented mod requests
Topic: Allow option in mining-drill prototype to place anywhere
Replies: 6
Views: 3207

Re: Allow option in mining-drill prototype to place anywhere


Maybe make update_connections or whatever its called work on mining drills? Then just let modders worry about updating miners. I assume its already a problem if you spawn some resources under existing mining drills that have ran out of resources.


For future reference, update_connections works ...
by protocol_1903
Tue Apr 28, 2026 7:08 pm
Forum: Modding interface requests
Topic: saved_progress support for scripted research triggers
Replies: 5
Views: 1067

Re: saved_progress support for scripted research triggers

Perhaps you could have a count property like some of the other TechnologyTriggers so there is a maximum to reference to?

That might also be better served by converting LuaTechnology::saved_progress to a uint of the units researched/'used' by script, relative to num-research-units
by protocol_1903
Mon Apr 27, 2026 10:40 pm
Forum: Mod portal Discussion
Topic: Bug with the licensing feature
Replies: 4
Views: 502

Re: Bug with the licensing feature

I was able to edit and update the aforementioned licenses with just the links sent, while logged into my own mod portal account.
by protocol_1903
Mon Apr 27, 2026 5:19 am
Forum: Fixed for 2.1
Topic: [2.0.76] Burner generator does not respect insertion limit
Replies: 2
Views: 318

[2.0.76] Burner generator does not respect insertion limit

Bug report: pybugreports

Yes I have seen the other related issues, even so this is a rather egregious example.

04-26-2026, 22-14-55.png

Tested on v2.0.76 with experimental pYmods. I'm guessing that it's caused by efficiency not being taken into account. It consumes 5.71MW of power, with each ...
by protocol_1903
Tue Apr 14, 2026 4:45 am
Forum: Modding interface requests
Topic: collision-layer is not enough
Replies: 8
Views: 1201

Re: collision-layer is not enough

Better tile placement rule options, or using them more creatively, would be a better solution than 'just add more collision layer slots'
by protocol_1903
Thu Apr 09, 2026 7:33 pm
Forum: Won't implement
Topic: Allow LuaPlayer.add_pin to accept LocalisedString
Replies: 2
Views: 394

Re: Allow LuaPlayer.add_pin to accept LocalisedString

They're tangentially related ideas, all of this was the result of not being able to make alerts that last longer. I'm working on adding more 'in your face' notifications to the beacon interference mechanic in pY, which necessitates alerts. Short alerts is fine when you're actively building, but for ...
by protocol_1903
Wed Apr 08, 2026 11:54 pm
Forum: Won't implement
Topic: Allow LuaPlayer.add_pin to accept LocalisedString
Replies: 2
Views: 394

Allow LuaPlayer.add_pin to accept LocalisedString

As in title, I'd like to be able to use a LocalisedString instead of a plain string for the label property when adding pins to the player.
by protocol_1903
Wed Apr 08, 2026 11:51 pm
Forum: Modding interface requests
Topic: Persistent custom alerts
Replies: 0
Views: 337

Persistent custom alerts

I'd like to create a custom alert that is persistent, only disappearing when it's manually removed via script. Similar to how certain alerts, like logistic network notifications, are persistent until fulfilled.
by protocol_1903
Wed Apr 08, 2026 10:13 pm
Forum: Modding interface requests
Topic: Add rotation support to radius_visualisation_specification
Replies: 1
Views: 281

Add rotation support to radius_visualisation_specification

I'd like to be able to have the placement visualization properly support rotating when the entity is rotated in the cursor. It rotates to the correct offset from the entity but the sprite itself does not rotate. For example, if I have an arrow sprite under crafting machines, I want it to rotate to ...
by protocol_1903
Tue Apr 07, 2026 5:37 am
Forum: Modding interface requests
Topic: Allow add_custom_alert to take a SpritePath instead of a SignalID
Replies: 1
Views: 316

Allow add_custom_alert to take a SpritePath instead of a SignalID

I'd like to be able to use any SpritePath for custom alerts, instead of just a SignalID. It's more convenient to create a sprite for both the in-game rendering and the alert, instead of a virtual signal just for the alert.
by protocol_1903
Sun Apr 05, 2026 11:51 pm
Forum: Implemented mod requests
Topic: Force-based alert creation
Replies: 4
Views: 448

Re: Force-based alert creation

That's fine, it just makes things simpler for mod developers.
by protocol_1903
Sun Apr 05, 2026 8:29 pm
Forum: Implemented mod requests
Topic: Force-based alert creation
Replies: 4
Views: 448

Force-based alert creation

I would like to be able to create alerts for an entire force, without having to iterate over force.players. This would also solve the issue of players joining late and not having existing alerts. Ideally, it would be a set of methods on LuaForce that mirror the alert-related methods on LuaPlayer ...
by protocol_1903
Fri Apr 03, 2026 1:57 am
Forum: Modding interface requests
Topic: Disable rocket part storage for rocket silos
Replies: 1
Views: 323

Disable rocket part storage for rocket silos

As in title, I want to be able to disable the rocket part storage mechanic introduced in 2.0. The prototype property `rocket_part_storage_cap` has a minimum value of whatever `rocket_parts_required` is, meaning you can't allow partial or zero storage. Ideally, setting this to zero would disable the ...
by protocol_1903
Thu Apr 02, 2026 10:47 pm
Forum: Modding interface requests
Topic: Override tech level info
Replies: 1
Views: 231

Re: Override tech level info

+1
by protocol_1903
Thu Apr 02, 2026 10:03 pm
Forum: Modding interface requests
Topic: Override default numbered tech locales
Replies: 1
Views: 213

Override default numbered tech locales

I want to be able to override the built-in system of tech numbering, without having to set localized_name or localized_description on the prototype. Ideally, the default behavior looks for an exact match in the locale, then searches for a non-numbered entry. Ideally, this also applies to both the ...

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