Search found 19 matches

by Moterius
Mon Apr 14, 2025 9:20 am
Forum: Modding interface requests
Topic: Recipe Finished Trigger or Event
Replies: 2
Views: 158

Re: Recipe Finished Trigger or Event

There are other posts with this, but I have not seen one yet addressing the fact that SA essentially adds this event, whilst not having it available in base thanks to spoilage triggers. I just dont want to have to flag mods for SA because the only other way of tracking recipes finished by location I ...
by Moterius
Sat Apr 12, 2025 2:03 pm
Forum: Modding interface requests
Topic: Recipe Finished Trigger or Event
Replies: 2
Views: 158

Recipe Finished Trigger or Event

I keep seeing people trying to have a way to trigger a script when a recipe finishes bound to a specific location. Most commonly, it's spoil_to_trigger, but the issue on that is that this requires SA.

As far as I'm aware the only other option is to check every machine that can craft the recipe ...
by Moterius
Sat Apr 12, 2025 11:59 am
Forum: Modding interface requests
Topic: Additional Star Map Anchors
Replies: 0
Views: 82

Additional Star Map Anchors

I've noticed a bunch of people trying to, or actually adding separate star systems via use of planets acting as the 'star' of the new system. My request is thus:

- Allow the definition of new 'Anchors' (Stars) at arbitrary locations
- Allow zooming in/out on the star map, where the 'anchors' would ...
by Moterius
Fri Apr 11, 2025 3:41 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.43] Singleplayer Hardlock w/ death camera
Replies: 1
Views: 980

[2.0.43] Singleplayer Hardlock w/ death camera

Turns out that if you have the cursor over where the chat will print the green text that on hover shows your dead body when you die, the 'death' and the 'death-camera' pop up at once, and you become unable to interact with the game in any meaningful way.

Testing with another member of the discord ...
by Moterius
Thu Mar 13, 2025 8:47 pm
Forum: Duplicates
Topic: [2.0.39] Quality module quick insertion mismatch
Replies: 0
Views: 103

[2.0.39] Quality module quick insertion mismatch

Control-inserting items into a machine using quality modules prefers Q3-Normal over Q2-Uncommon, which means it prefers 2.5 over 2.6.
by Moterius
Sun Dec 01, 2024 11:06 am
Forum: Implemented mod requests
Topic: Allow cargo pod scripting
Replies: 7
Views: 810

Re: Allow cargo pod scripting

Isn't that the already landed pod?
by Moterius
Sat Nov 30, 2024 11:46 am
Forum: Implemented mod requests
Topic: Allow cargo pod scripting
Replies: 7
Views: 810

Allow cargo pod scripting

I'm trying to code 'deliveries' to/from another faction (cargo pods), but there seems to be no way to manually spawn in a cargo pod (LuaEntity can only force it to instantly ascend/descend).

My request is thus: Add a script function that allows spawning in a cargo pod along the lines of Surface ...
by Moterius
Fri Nov 15, 2024 9:30 am
Forum: Modding interface requests
Topic: Permanent result quality
Replies: 0
Views: 311

Permanent result quality

I want to make an item that upgrades quality which would be produced at cost, to bypass recycler-crafting machine loops. I am able to do that by checking for when a crafting machine sets its recipe and setting LuaEntity.result_quality.

But recipes can be completed more than once per tick . It's ...
by Moterius
Fri Nov 15, 2024 9:23 am
Forum: Won't implement
Topic: Move production_health_effect
Replies: 1
Views: 317

Move production_health_effect

I'm trying to make entities that only last a given time, but am assuming that keeping track of it using script would cause a lot more lag than letting the engine do it natively would. I'd like for production_health_effect to be moved to EntityWithOwner / EntityWithHealth and the properties changed ...
by Moterius
Sun Sep 15, 2024 4:01 pm
Forum: Modding interface requests
Topic: Across-save data transfer
Replies: 5
Views: 835

Re: Across-save data transfer

The desync doesn't matter if all it's used is render a GUI that doesn't interact with the world
by Moterius
Sun Sep 15, 2024 12:47 pm
Forum: Modding interface requests
Topic: Across-save data transfer
Replies: 5
Views: 835

Across-save data transfer

I'm in the process of designing a mod where some elements are heavily knowledge-dependant. I want to make a GUI where the already discovered elements are shown, and would like for those elements to be transferrable between saves so you don't constantly load save A, then save B.

I'm aware I can ...
by Moterius
Wed May 01, 2024 8:20 am
Forum: Modding interface requests
Topic: Allow limited data transfer between save files
Replies: 0
Views: 401

Allow limited data transfer between save files

I'm making a mod that has a mechanic based in knowledge, and would like to transfer the data of already having seen something (and maybe how well they did it) so players dont save, load their old save, check that info, and go back. The problem I'm facing is that this requires some sort of manual ...
by Moterius
Tue Apr 09, 2024 7:48 am
Forum: Modding interface requests
Topic: Allow more than one filter on fluid_boxes
Replies: 5
Views: 1106

Allow more than one filter on fluid_boxes

I'm currently working on a mod that has some fluids that, by all accounts, should not be able to flow through 'standard' pipes. For example, I want to add a pneumatic pipe to transport certain 'dry' materials.

Which means i would need to filter out that from the normal pipes.

The issue I've ran ...
by Moterius
Thu Apr 04, 2024 6:52 pm
Forum: Modding interface requests
Topic: Icon Pictures probability simplification
Replies: 1
Views: 461

Icon Pictures probability simplification

I want to hide something in the pictures of my items, but i do not want to create hundreds of pictures to drive the probability down. Please add a 'weight' or a 'chance' parameter to SpriteParameters.
by Moterius
Sun Jan 14, 2024 4:46 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.101] empty locale string removes items from menu
Replies: 1
Views: 1811

[1.0.101] empty locale string removes items from menu

While working on a mod, I have been keeping some locale_en.cfg entries in the format 'identifier=' with no description/text.

In the technology screen, it shows the name of the techonology internally (in a style similar to: 'technology.unlock_chest)

However, if the same happens to the name ...
by Moterius
Mon Oct 02, 2023 10:20 pm
Forum: Technical Help
Topic: [1.1.92] [Resolved] Multiplayer 'Core mod CRC check failed!'
Replies: 0
Views: 956

[1.1.92] [Resolved] Multiplayer 'Core mod CRC check failed!'

Testing with a few different parameters, all connection attempts fail with the message 'Core mod CRC check failed! Core game data does not match the expected content.'.

Originally, i assumed this was an issue with mods, but no matter what I did (standalone, steam; modded & vanilla) it failed with ...
by Moterius
Fri Jul 14, 2023 3:50 pm
Forum: Modding interface requests
Topic: Request: Simplification of custom power sources
Replies: 3
Views: 1110

Re: Request: Simplification of custom power sources

Well, the output flow would be determined by the buffer size. No matter the power production it can only provide (Buffer size) times 60 watts, or set it like on normal accumulators for lower flow.

The issue here is that that buffer shows up on the electric network, in place of the power production ...
by Moterius
Thu Jul 13, 2023 12:27 pm
Forum: Modding interface requests
Topic: Request: Simplification of custom power sources
Replies: 3
Views: 1110

Request: Simplification of custom power sources

Creating a custom power source is simple, if it's a turbine or solar panel.

If it's anything functionally different, it's not. Placing an EEI entity is trivial, but EEIs require a buffer to connect to the electrical network, which may cause balance and/or display issues.

I am aware there is a ...

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