Search found 49 matches

by braxbro
Thu Aug 07, 2025 4:44 pm
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 2016

Re: Linked Energy Sources/Script-Controlled Electric Networks


I see. It’s not “linked to each other” linking, but essentially “electric energy source that uses its own network for power distribution”.


Right - but you control the connections directly.

Hence the second alternate name for the suggestion - 'script-controlled electric networks'. While I'm ...
by braxbro
Thu Aug 07, 2025 1:54 pm
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 2016

Re: Linked Energy Sources/Script-Controlled Electric Networks


I'm still not understanding how it would actually function. When you say "link to an entity" exactly what does that mean? Does it mean "Entity A, with the linked energy source, will extract energy from entity B, the linked-to entity, when entity A needs to consume energy"? Because then what about ...
by braxbro
Thu Aug 07, 2025 4:29 am
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 2016

Re: Linked Energy Sources/Script-Controlled Electric Networks


I don’t understand how this would work. What would it mean when an entity has a “linked energy source”? What doesn’t link to? How does it interact with anything?


I would just say make a new EnergySource type that can explicitly link to other sources, or add the functionality to do it directly ...
by braxbro
Mon Aug 04, 2025 9:38 pm
Forum: Documentation Improvement Requests
Topic: Ambiguous associativity of noise operators
Replies: 0
Views: 130

Ambiguous associativity of noise operators

Hello. I'm currently working on the ClaustOrephobic rewrite, and for this I'm writing a noise parser to put noise functions in a different, but still equivalent, format.

However, I've been struggling with some ambiguities in operator associativity, and would greatly appreciate it if the ...
by braxbro
Wed Jul 30, 2025 1:15 am
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 2016

Re: Linked Energy Sources/Script-Controlled Electric Networks

Bumping this because it’d be very useful
by braxbro
Fri Jul 25, 2025 7:30 pm
Forum: Modding interface requests
Topic: Beacon interface / Beacons without inventory
Replies: 4
Views: 250

Re: Beacon interface / Beacons without inventory


Similar to the Electric Energ Interface, a Beacon Interface would be nice which allows to arbitrarily set the effects runtime without dealing with module items.
Alternatively or in addition, allow machines that are effect receivers to apply effects on them during runtime

For the latter, surface ...
by braxbro
Thu Jul 10, 2025 1:52 pm
Forum: Modding interface requests
Topic: Multi-Channel Surface Effects
Replies: 3
Views: 480

Re: Multi-Channel Surface Effects

Bumping this because it’s still relevant
by braxbro
Wed Jul 09, 2025 2:25 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 40
Views: 3671

Re: QualityPrototype extended



Could we get a quality multiplier for a building’s ModuleReceiver base_effects and the ability to turn off the base speed scaling for said buildings?

A planet mod I have planned relies on some crafting machines’ production speeds lining up with the spoil time of planetary products. This ...
by braxbro
Thu Jun 26, 2025 5:54 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 40
Views: 3671

Re: QualityPrototype extended

Could we get a quality multiplier for a building’s ModuleReceiver base_effects and the ability to turn off the base speed scaling for said buildings?

A planet mod I have planned relies on some crafting machines’ production speeds lining up with the spoil time of planetary products. This ...
by braxbro
Thu Jun 26, 2025 5:41 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 40
Views: 3671

Re: QualityPrototype extended


im not sure if you are still looking for suggestions, but while i was mucking about with reactors i thought of one - maximum_temperature_quality_multiplier?
it'd mutlitplicatively increase the amount of heat a specific entity could have at one moment (if a building can hold 1000 degrees and has a ...
by braxbro
Sun May 25, 2025 9:31 pm
Forum: Modding discussion
Topic: What does science_pack_drain_multiplier do?
Replies: 12
Views: 2029

Re: What does science_pack_drain_multiplier do?


I looked at quality.lua in the quality mod, and it defines a science_pack_drain_multiplier for each quality level.

Is this what makes quality science packs have more science capacity? One would think so, but then the value for legendary, for example, should be 1/6, rather than 95/100.

Is this an ...
by braxbro
Wed Mar 05, 2025 1:54 pm
Forum: Modding interface requests
Topic: Make LuaEntity::selection_priority modifiable at runtime
Replies: 2
Views: 336

Make LuaEntity::selection_priority modifiable at runtime

Currently, the selection priority of an entity is set in the prototype and cannot be changed at runtime. However, with the creation of elevated rails and the inability to interact directly with things underneath said elevated rails, there is now a base-game need for the ability to either ignore ...
by braxbro
Fri Feb 07, 2025 5:59 pm
Forum: Modding interface requests
Topic: Have fluid based reactors heat up to the temperature of the consumed fluid
Replies: 2
Views: 373

Re: Have fluid based reactors heat up to the temperature of the consumed fluid

If you put fluids of different temperatures in the same fluid box, they will average. However, I will also note that skipping the steam -> heat step would probably be what 90% of people do in the described situation.
by braxbro
Fri Jan 17, 2025 9:11 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Elevated Train Stop
Replies: 6
Views: 1003

Re: [Idea] Elevated Train Stop

Mods don't have the power to do what you requested, and as elevated rails function currently, there's no real point to an elevated train stop.
by braxbro
Wed Jan 08, 2025 10:26 pm
Forum: Modding interface requests
Topic: Multi-Channel Surface Effects
Replies: 3
Views: 480

Multi-Channel Surface Effects

2.0 brought us the tremendously useful LuaSurface :: global_effect property, as well as the ability to have effect receivers that receive from or ignore surface module effects.

However, if you're trying to create things like, say, custom weather that affects certain buildings differently, being ...
by braxbro
Fri Jan 03, 2025 10:41 pm
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 2016

Re: Linked Energy Sources/Script-Controlled Electric Networks



...


What if you made a power pole with a connection radius of 0 and a supply area of 1? (or more if that's not enough, it just needs to be able to cover the combined entity)


Entities can connect to multiple electric networks at once, and have no means of prioritizing between the two. This ...
by braxbro
Fri Jan 03, 2025 9:46 pm
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 2016

Re: Linked Energy Sources/Script-Controlled Electric Networks



...

Poles can already be linked. But the OP explicitly explains that poles aren't a solution and why.

Actually, what might help with the OP problem, if not linked energy sources, is electric network categories. Entities from different categories don't connect. It makes the power pole solution ...
by braxbro
Thu Jan 02, 2025 8:51 pm
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 2016

Linked Energy Sources/Script-Controlled Electric Networks

Hi. I wrote a long preamble for why I'd like this, which is in a spoiler block below for brevity.


We've had Linked Belts and Linked Chests for a fair bit. (both were present in 1.1; I don't know how much older than that they are because 1.0 and before were documented on the wiki, and the wiki ...
by braxbro
Mon Dec 30, 2024 6:48 pm
Forum: Modding interface requests
Topic: ItemIngredientPrototype/ItemProductPrototype.quality_offset
Replies: 3
Views: 656

Re: ItemIngredientPrototype/ItemProductPrototype.quality_offset

To add onto this: maybe allowing fixed quality, regardless of input quality, to be specified?

So that for example we can have recipes that have always-normal byproducts or the like without needing to use compound entities and fluids for it, or deterministic crafts for improving quality...

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