Search found 289 matches

by protocol_1903
Mon Aug 11, 2025 4:20 pm
Forum: Modding interface requests
Topic: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly
Replies: 7
Views: 785

Re: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly

KiwiHawk wrote: Sun Aug 10, 2025 9:51 pm
  1. Recipe localised_name
  2. Recipe name
  3. Recipe main_product 's localised_name
  4. Recipe main_product 's name
This, exactly. +1
by protocol_1903
Sun Aug 10, 2025 5:35 am
Forum: Ideas and Suggestions
Topic: A settable quality cap on buildings
Replies: 4
Views: 255

Re: A settable quality cap on buildings

This is not "I'm not great at the game and can't work around problems" this is "How about this feature that is somewhat useful in SA but can be very useful in modded runs"
by protocol_1903
Mon Aug 04, 2025 4:03 pm
Forum: Modding interface requests
Topic: Support drag to reorder for GUI Elements
Replies: 8
Views: 616

Re: Support drag to reorder for GUI Elements

Another +1: Caravans from pYmods. It already has all of the train features implemented, including stop conditions and interrupts, but the sheer UX of making a schedule properly prevents it from being a good scaleable option.
by protocol_1903
Fri Aug 01, 2025 3:26 am
Forum: Modding interface requests
Topic: Define Primary Recipe on Item / Fluid
Replies: 6
Views: 877

Re: Define Primary Recipe on Item / Fluid

A couple of relevant issues with pYmods have been loosely connected. Circuit signals in 2.0 can act strangely, at least to the uninformed user. Currently, the recipe and item signals are only merged IF they have the same name internally. I don't know if there are other requirements, but that seems ...
by protocol_1903
Fri Aug 01, 2025 2:40 am
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 1914

Re: Linked Energy Sources/Script-Controlled Electric Networks

For an actually helpful answer,

Energy sources as a separate entity prototype, that then connect to a 'linked energy source' for a specific entity, just like one connects linked belts, containers, and pipes. This energy source then provides power for that entity, with all of the normal restrictions ...
by protocol_1903
Mon Jul 28, 2025 6:10 am
Forum: Ideas and Suggestions
Topic: Allow generator to use minimum temperature property
Replies: 0
Views: 113

Allow generator to use minimum temperature property

TL;DR
Add minimum temperature as a generator property

What?
As in title. Currently only supports maximum temperature, even though both are supported in the actual fluidbox. The other half of this request, why it's being added as a separate property, is so it can be shown on the tooltip ...
by protocol_1903
Mon Jul 28, 2025 5:33 am
Forum: Not a bug
Topic: [2.0.60] Unexpected error whilst modding pY
Replies: 2
Views: 226

Re: [2.0.60] Unexpected error whilst modding pY

Thanks for the reply, wasn't quite sure what was causing it but that explanation makes sense.
by protocol_1903
Fri Jul 25, 2025 5:50 am
Forum: Not a bug
Topic: [2.0.60] Unexpected error whilst modding pY
Replies: 2
Views: 226

[2.0.60] Unexpected error whilst modding pY

I was working on some TURD scripts for pY when this error ocurred. This error is completely reproduceable on my machine.

Mods were all pYmods from the repos (master branch, not yet on portal), the fork of AlienLife where I was working, FMTK Debug Adapter, Enable all Feature Flags, flib, and Recipe ...
by protocol_1903
Fri Jul 25, 2025 5:15 am
Forum: Modding interface requests
Topic: Beacon interface / Beacons without inventory
Replies: 4
Views: 227

Re: Beacon interface / Beacons without inventory

1000% yes, please

I've been wanting to do more with beacons (particularly for nonstandard beacons) but these issues, especially the latter one, have stopped all of my attempts.
by protocol_1903
Thu Jul 24, 2025 2:11 am
Forum: Not a bug
Topic: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work
Replies: 4
Views: 367

Re: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work

Oh nevermind, i just realized why it wasn't working. adjustable_belt_stack wasn't properly enabled.
by protocol_1903
Wed Jul 23, 2025 8:35 am
Forum: Not a bug
Topic: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work
Replies: 4
Views: 367

Re: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work

Apologies, some script had been obstructing my view of the issue.

Using a script to change the value of the override stack size causes an error. That's the issue, not it quasi-working.
by protocol_1903
Wed Jul 23, 2025 6:39 am
Forum: Not a bug
Topic: [2.0.60] Recipes with no item ingredients do not produce quality items
Replies: 1
Views: 204

[2.0.60] Recipes with no item ingredients do not produce quality items

Recipes that do not have item ingredients (i.e. only fluid or no ingredients) cannot produce non-normal levels of quality items. This is counterintuitive. I understand that the GUI prevents doing this because it would be immensely powerful, but even when the recipe and quality are set via script ...
by protocol_1903
Wed Jul 23, 2025 6:13 am
Forum: Not a bug
Topic: [2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work
Replies: 4
Views: 367

[2.0.60] Loaders with wait_for_full_stack and adjustable_belt_stack size are valid but do not work

As in title. A loader prototype with the flags `wait_for_full_stack` and `adjustable_belt_stack_size` will not throw an error, even though adjusting the stack size is not doable in-game but waiting for the full stack is. This is counterintuitive, as the game accepting these values implies that they ...
by protocol_1903
Mon Jul 21, 2025 4:54 pm
Forum: Implemented mod requests
Topic: Agriculture Tower On Events
Replies: 3
Views: 309

Re: Agriculture Tower On Events

Asking for events is much more freeing than asking for a very specific implementation detail that is more likely to be overlooked. +1 to the events.
by protocol_1903
Sun Jul 13, 2025 7:36 pm
Forum: Modding interface requests
Topic: max_fluid_flow as a fluidbox prototype
Replies: 8
Views: 865

Re: max_fluid_flow as a fluidbox prototype

Osmo wrote: Sun Jul 13, 2025 6:43 pm +1, the latest suggestion would basically function like extents do already, and no one seems to have problems with them this part of their impelmentarion
Actually yeah, I hadn't thought about that. Extents function in exactly the same fashion.

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