that would require a mod updating it per surface whenever a new one is made, being able to update default map settings would let me use a one and done commandRseding91 wrote: Tue Apr 21, 2026 5:32 pm It sounds like you just want to change the map gen settings on the planets which you can already do.
Search found 4 matches
- Tue Apr 21, 2026 5:41 pm
- Forum: Modding interface requests
- Topic: change default_map_gen_settings to RW
- Replies: 2
- Views: 264
Re: change default_map_gen_settings to RW
- Tue Apr 21, 2026 5:30 pm
- Forum: Modding interface requests
- Topic: change default_map_gen_settings to RW
- Replies: 2
- Views: 264
change default_map_gen_settings to RW
could LuaGameScript.default_map_gen_settings in runtime be read-write?
I think it would just generally be useful, in case someone (definitely not me trust) messes up their map gen settings and doesn't notice until they're tens of hours in
I think it would just generally be useful, in case someone (definitely not me trust) messes up their map gen settings and doesn't notice until they're tens of hours in
- Tue Jan 13, 2026 8:35 pm
- Forum: Implemented mod requests
- Topic: expose max_belt_stack_size for inserters at runtime stage
- Replies: 4
- Views: 714
Re: expose max_belt_stack_size for inserters at runtime stage
I believe that's because inserter's stacking abilities are derived from the currently researched stack size and the inserter's hand size. If it's holding 6 items and the stack size is 2 it will create stack sizes of 2. It doesn't make sense to set the stack size via script/on the inserters like ...
- Tue Jan 13, 2026 7:36 pm
- Forum: Implemented mod requests
- Topic: expose max_belt_stack_size for inserters at runtime stage
- Replies: 4
- Views: 714
expose max_belt_stack_size for inserters at runtime stage
we can access this for loaders (loader_max_belt_stack_size), so why not inserters?