Search found 9 matches
- Fri Sep 12, 2025 6:08 pm
- Forum: Implemented mod requests
- Topic: Request: Hide fluid burning generator temperatures
- Replies: 4
- Views: 387
Re: Request: Hide fluid burning generator temperatures
An addendum: now that fusiongenerator will implement burns_fluid, please make this change for that too.
- Thu Sep 11, 2025 3:09 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 468
Re: Make FusionGeneratorPrototype implement burns_fluid
I can easily imagine that being useful - allowing multiple tiers of generator the same way there's multiple lightning attractors, or having a more effective generator that outputs an awkward byproduct.Bilka wrote: Wed Sep 10, 2025 11:47 am I've added FusionGeneratorPrototype::effectivity for 2.0.67 just in case it's useful.
- Wed Sep 10, 2025 12:42 am
- Forum: Bug Reports
- Topic: [2.0.66] Negative beacon profile causes UI errors
- Replies: 0
- Views: 83
[2.0.66] Negative beacon profile causes UI errors
I wanted to see if a negative beacon profile (that is, setting profile = { -1 }) would cause a reduction in effect, misunderstanding how the transmission effectiveness worked. Instead, I get this funny UI error attached, and the beacons applied the reverse of the module effects.
Now, I really like ...
Now, I really like ...
- Tue Sep 09, 2025 6:52 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 468
Re: Make FusionGeneratorPrototype implement burns_fluid
Ah, I thought ElectricEnergySourcePrototype had effectivity (i get the two names mixed up). Apparently it's only a property of burner and fluid energy sources. I believe that lever would allow you to do what you specified above.
It wouldn't, sadly - as far as I know, there's no way for an ...
- Tue Sep 09, 2025 5:09 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 468
Re: Make FusionGeneratorPrototype implement burns_fluid
Clarify what you mean? ElectricEnergySourcePrototype has no efficiency value.protocol_1903 wrote: Tue Sep 09, 2025 4:19 pm Does changing the efficiency of the energy source work for that?
- Tue Sep 09, 2025 1:46 pm
- Forum: Modding interface requests
- Topic: Allow LightningAttractorPrototype to support negative efficiency
- Replies: 9
- Views: 527
Re: Allow LightningAttractorPrototype to support negative efficiency
Throwing my two cents in for a more concrete implementation idea:
If efficiency is negative, strikes will drain from the buffer instead of filling it.
A new field, minimum_buffer_content (value: float), is mandatory if efficiency is < 0. At runtime, if the current buffer energy is below this ...
If efficiency is negative, strikes will drain from the buffer instead of filling it.
A new field, minimum_buffer_content (value: float), is mandatory if efficiency is < 0. At runtime, if the current buffer energy is below this ...
- Tue Sep 09, 2025 12:58 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 468
Make FusionGeneratorPrototype implement burns_fluid
I'm making a mod for redox flow batteries - where an electrolyte fluid is energized to store power - and I keep running into the issue that heat capacity is the only way to reliably hold the energy content of a fluid.
The only prototype in the game that consumes fluid, generates power, and outputs ...
The only prototype in the game that consumes fluid, generates power, and outputs ...
- Mon Sep 08, 2025 10:59 pm
- Forum: Not a bug
- Topic: [2.0.66] Adding nonexistent fluid to recipe shows error of quality mod
- Replies: 5
- Views: 276
[2.0.66] Adding nonexistent fluid to recipe shows error of quality mod
I isolated the reproduction steps to the bare minimum:
1. Create a new mod, with Quality and Base as the only dependencies.
2. In your data.lua, add the following code:
data.raw.recipe["repair-pack"].ingredients = {
{ type = "fluid", name = "does-not-exist", amount = 1, }
}
This gives the error ...
1. Create a new mod, with Quality and Base as the only dependencies.
2. In your data.lua, add the following code:
data.raw.recipe["repair-pack"].ingredients = {
{ type = "fluid", name = "does-not-exist", amount = 1, }
}
This gives the error ...
- Tue Feb 04, 2025 7:40 pm
- Forum: Duplicates
- Topic: Viewing multiplayer ping while in spidertron equipment grid partially locks menu
- Replies: 1
- Views: 244
Viewing multiplayer ping while in spidertron equipment grid partially locks menu
This happened while playing LAN multiplayer. Steps to reproduce:
1. Remotely open spidertron equipment grid (I was on another planet)
2. Have other player ping a location (also on another planet)
3. With grid still open, click on ping
This seemed to open the remote view menu twice - I was unable ...
1. Remotely open spidertron equipment grid (I was on another planet)
2. Have other player ping a location (also on another planet)
3. With grid still open, click on ping
This seemed to open the remote view menu twice - I was unable ...