Search found 492 matches
- 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 ...
- 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.
- 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
- 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 ...
- 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
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
- 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.
- 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 ...
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 ...
- Tue Apr 14, 2026 4:47 am
- Forum: Fixed for 2.1
- Topic: [Tobias] [2.0.9] Number value input overflow (negative/positive/large/big/combinator/integer) (MR)
- Replies: 8
- Views: 2366
Re: [Tobias] [2.0.9] Number value input overflow (negative/positive/large/big/combinator/integer) (MR)
Just to confirm, does this still work with the resolution to viewtopic.php?t=128129 ?
- 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'
- 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 ...
- 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.
- 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.
- 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 ...
- 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.
- Tue Apr 07, 2026 5:25 am
- Forum: Modding interface requests
- Topic: Add heating_radius to HeatEnergySource
- Replies: 1
- Views: 220
- 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.
- 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 ...
- 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 ...
- Thu Apr 02, 2026 10:47 pm
- Forum: Modding interface requests
- Topic: Override tech level info
- Replies: 1
- Views: 231
- 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 ...