Search found 189 matches
- 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 
- 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.
- 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?
- 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 ...
(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 ...
- 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 ...
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 ...
- Tue Aug 18, 2026 10:15 pm
- Forum: Modding interface requests
- Topic: ModuleEffect Prototype: A prototype to add new module effects evaluated for entities.
- Replies: 5
- Views: 598
- 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 ...
- 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 ...
A small ...
- 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
- 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
as someone working with a chemistry-based mod, this'd be very useful
- 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
- 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 ...
- 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 ...
- 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 
- 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 ...
It's a minor issue, but it's been bugging me for ages and I ...
- 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 ...
- 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.
- 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 
- 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.
- 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 ...