Spoilage categories would interface well with other not yet implemented mod mechanics so that you could have "refrigerators" for biological spoilage, or "incubators" for hatching type spoilage, or other interactions that should differ between those types.
Edit: nevermind I guess both examples ...
Search found 5 matches
- Mon Jul 06, 2026 6:51 am
- Forum: Modding interface requests
- Topic: Add custom spoilage categories
- Replies: 15
- Views: 865
- Sun Jun 07, 2026 7:00 pm
- Forum: Modding interface requests
- Topic: Add ability to loss quality level when crafting.
- Replies: 4
- Views: 427
Re: Add ability to loss quality level when crafting.
Yes, that's exactly what I meant with the second part of my post.BraveCaperCat wrote: Sun Jun 07, 2026 3:25 pm I feel like this could be implemented in a better way. Instead of a quality_loss property, we'd add a can_reduce_quality property of type bool.
- Sat Jun 06, 2026 9:20 pm
- Forum: Modding interface requests
- Topic: Add ability to loss quality level when crafting.
- Replies: 4
- Views: 427
Re: Add ability to loss quality level when crafting.
I like that your suggestion would allow for some interesting twists with the quality mechanic. Earlier I was just thinking of an early game modded building with quality loss to "downcycle" excess quality components. Somewhat like an inverse of a recycler with quality modules.
With your method, you ...
With your method, you ...
- Sat Jun 06, 2026 7:48 pm
- Forum: Modding interface requests
- Topic: Custom quality scaling for science packs
- Replies: 2
- Views: 314
Custom quality scaling for science packs
TLDR
I would like a custom maths expression for how much the science durability value of each science pack changes, when the quality of the pack is increased.
Suggestion
Currently each level of quality adds +100% durability to the science pack. durability = 1 + (quality_level)
I would like a ...
I would like a custom maths expression for how much the science durability value of each science pack changes, when the quality of the pack is increased.
Suggestion
Currently each level of quality adds +100% durability to the science pack. durability = 1 + (quality_level)
I would like a ...
- Wed Nov 06, 2024 1:42 pm
- Forum: Ideas and Suggestions
- Topic: Land Mines not counting towards "building destroyed"
- Replies: 9
- Views: 5366
Re: Land Mines not counting towards "building destroyed"
Perhaps overlooked, but the alert is quite annoying anytime flamethrower turrets are destroying landmines. It's not just biters that "attack" the mines.