Search found 9 matches

by pastelstoic
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.
by pastelstoic
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

Bilka wrote: Wed Sep 10, 2025 11:47 am I've added FusionGeneratorPrototype::effectivity for 2.0.67 just in case it's useful.
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.
by pastelstoic
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 ...
by pastelstoic
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 ...
by pastelstoic
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

protocol_1903 wrote: Tue Sep 09, 2025 4:19 pm Does changing the efficiency of the energy source work for that?
Clarify what you mean? ElectricEnergySourcePrototype has no efficiency value.
by pastelstoic
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 ...
by pastelstoic
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 ...
by pastelstoic
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 ...
by pastelstoic
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 ...

Go to advanced search