Search found 189 matches

by MrSmoothieHuman
Sun Sep 06, 2026 11:50 pm
Forum: Ideas and Suggestions
Topic: Implement the floaty brain thingies
Replies: 15
Views: 1989

Re: Implement the floaty brain thingies

they never made it past the concept art stage, and are almost never going to be added - especially into the base space age :lol:
by MrSmoothieHuman
Sat Sep 05, 2026 12:03 pm
Forum: Bug Reports
Topic: [2.1.17] Recipe parameter of Fluoroketone (hot) not populated
Replies: 5
Views: 907

Re: [2.1.17] Recipe parameter of Fluoroketone (hot) not populated

+1 to Codegreens response, especially while we are in 2.1 - I’d much rather have to spend 20 seconds figuring out what changed if the base game is improved off of it.
by MrSmoothieHuman
Fri Sep 04, 2026 11:13 pm
Forum: Modding interface requests
Topic: Uncouple the RocketSiloPrototypes weight restriction from the DLC flag
Replies: 2
Views: 276

Re: Uncouple the RocketSiloPrototypes weight restriction from the DLC flag

My apologies, wrong board, could this be moved to interface requests?
by MrSmoothieHuman
Fri Sep 04, 2026 11:08 pm
Forum: Modding interface requests
Topic: Uncouple the RocketSiloPrototypes weight restriction from the DLC flag
Replies: 2
Views: 276

Uncouple the RocketSiloPrototypes weight restriction from the DLC flag

In 2.0, RocketSiloPrototypes were able to use weight restrictions without the need for a mod that depends on the DLC/feature flags:
(example image I got in 2.0 where satellites weigh 500kg each, so that you can launch 2 per rocket - although they weigh more here for extra context :lol: )
09-04-2026 ...
by MrSmoothieHuman
Tue Aug 18, 2026 10:27 pm
Forum: Modding interface requests
Topic: Allow trigger technologies to use max_level
Replies: 1
Views: 223

Allow trigger technologies to use max_level

I'd like to ask about the feasibility of letting trigger technologies, even select ones, to be compatible with max_level (As I just found out it doesn’t work :P)
08-18-2026, 23-16-52.png
The main usecase for this would be to make it way simpler to create bonus/prod technologies that would rather ...
by MrSmoothieHuman
Tue Aug 11, 2026 11:47 am
Forum: Modding interface requests
Topic: Add custom spoilage categories
Replies: 23
Views: 2201

Re: Add custom spoilage categories


I can’t say I agree with this proposal as it stands. Spoilage refers not only to the flavor of the decay process, but also to a concrete game mechanic in which items get immediately swapped out while in machines, etc.

Players intuitively understand what it means for a biter egg to "spoil". It ...
by MrSmoothieHuman
Mon Aug 10, 2026 1:30 pm
Forum: Documentation Improvement Requests
Topic: Elaborate on 'icon' in BurnerUsagePrototype
Replies: 0
Views: 173

Elaborate on 'icon' in BurnerUsagePrototype

Right now, it is unknowable what the icon parameter does for the BurnerUsagePrototype, without looking in the base game files for an answer. When I first saw it, I presumed it was the yellow icon that appears next to the energy source tooltip - but it's actually the virtual signal :lol:
A small ...
by MrSmoothieHuman
Sat Aug 08, 2026 8:58 pm
Forum: Modding interface requests
Topic: Give pipes SpriteVariations
Replies: 2
Views: 280

Re: Give pipes SpriteVariations

+1, will most likely be useful in my next overhaul and i can think of examples in other mods (Pyanadons, i think?) where this would have been useful
by MrSmoothieHuman
Mon Jul 27, 2026 11:42 am
Forum: Modding interface requests
Topic: Add custom spoilage categories
Replies: 23
Views: 2201

Re: Add custom spoilage categories

+1
as someone working with a chemistry-based mod, this'd be very useful
by MrSmoothieHuman
Fri Jun 05, 2026 5:39 pm
Forum: Resolved Requests
Topic: New example on Mods page
Replies: 3
Views: 478

Re: New example on Mods page

+1, as someone who just missed its existence
by MrSmoothieHuman
Mon May 25, 2026 8:45 am
Forum: Won't implement
Topic: Overwrite dependency incompatibility
Replies: 31
Views: 4607

Re: Overwrite dependency incompatibility


All of which you could probably reach out to the developers and have a conversation about the incompatibilities instead of straight forking it.
As I mentioned: It is impossible to do for them, since there are no boolean expressions for dependencies.
As I mentioned: It is impossible to do for ...
by MrSmoothieHuman
Sun May 24, 2026 6:02 pm
Forum: Won't implement
Topic: Overwrite dependency incompatibility
Replies: 31
Views: 4607

Re: Overwrite dependency incompatibility


I can confidently say that no developer i know wants to have incompatibilities overridden, nor do they want to have to logic out conditional dependency trees. You're asking a feature most people actively don't want, and if implemented would cause even more headaches, false bug reports, and general ...
by MrSmoothieHuman
Fri Apr 17, 2026 6:15 pm
Forum: Not a bug
Topic: [2.0.76] Split lane-filter loaders GUI and lane output are flipped
Replies: 2
Views: 470

Re: [2.0.76] Split lane-filter loaders GUI and lane output are flipped

That makes a lot of sense, never thought of it like that - ty for the quick response :lol:
by MrSmoothieHuman
Fri Apr 17, 2026 5:44 pm
Forum: Not a bug
Topic: [2.0.76] Split lane-filter loaders GUI and lane output are flipped
Replies: 2
Views: 470

[2.0.76] Split lane-filter loaders GUI and lane output are flipped

As it says on the tin, the GUI for loaders with split lanes + filters does not match the actual lane it outputs to. I'm using the Editor Extensions mod for this loader, but AFAIK this should apply to any loader with the flag enabled.
It's a minor issue, but it's been bugging me for ages and I ...
by MrSmoothieHuman
Thu Apr 02, 2026 7:50 pm
Forum: Modding interface requests
Topic: Module effect multipliers on applicable entities
Replies: 1
Views: 395

Module effect multipliers on applicable entities

How feasible would it be to add a 'effect multiplier' for AssemblingMachine/Furnace/RocketSilo/etc, similar to distribution efficiency on beacons? So, for example, if I put in 5 modules that increase consumption by 10%, and the building has a consumption effect multipler of x2, then the building ...
by MrSmoothieHuman
Fri Feb 20, 2026 12:12 pm
Forum: Modding interface requests
Topic: Ability to toggle on/off spoilage affecting tool durability
Replies: 2
Views: 713

Ability to toggle on/off spoilage affecting tool durability

Surprised I haven't seen anyone else ask for this, but could we get an API parameter for disabling a tools durability from being affected by spoilage? It'd be nice to have the flexibility of a science pack that can spoil, but doesn't become weaker over time.
by MrSmoothieHuman
Tue Feb 10, 2026 2:02 pm
Forum: Releases
Topic: Version 2.0.74
Replies: 5
Views: 24876

Re: Version 2.0.74

the parity of version numbers is gone, 0/10 game, i want a refund after 2.5k hours :lol:
by MrSmoothieHuman
Wed Feb 04, 2026 12:24 pm
Forum: Ideas and Suggestions
Topic: "From Scratch" achievement for each new planet (except Aquilo)
Replies: 17
Views: 2990

Re: "From Scratch" achievement for each new planet (except Aquilo)

+1, but yeah i can only see this be easily implemented if it allows only you to drop to the planet, while being armour agnostic.
by MrSmoothieHuman
Thu Jan 22, 2026 7:50 am
Forum: Modding interface requests
Topic: Beacon categories for checking the beacon_counter
Replies: 2
Views: 887

Beacon categories for checking the beacon_counter

I'd like to ask for a change to how beacons count if/what other beacons are around eachother, instead of the two options of "same_type" and "total" that we currently have access too. I imagine this system to work similar to module categories, where you can give a beacon entity a specific category ...

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