Search found 12 matches

by benlove007
Mon Feb 23, 2026 7:59 pm
Forum: Ideas and Suggestions
Topic: FORCE STOP buttons
Replies: 2
Views: 220

Re: FORCE STOP buttons

I ran into this recently when writing a mod. I accidentally set the speed of the car to some really high value -- which meant that the engine had to generate a full 25 chunks every single tick. The game effectively froze entirely, and I had to kill it. It might have been nice to get a more graceful ...
by benlove007
Mon Feb 23, 2026 6:20 am
Forum: Ideas and Suggestions
Topic: The arrows on rail segment visualisation should be bigger/clearer
Replies: 1
Views: 188

Re: The arrows on rail segment visualisation should be bigger/clearer than they are right now. it the most

The rail segment visualisations appear to come from data/base/graphics/entity/rails/rail/rail-segment-visualisations-endings.png (and likely rail-segment-visualisations-middle.png as well). The sprite sheet uses 64x64. But each element only uses a portion of the space.

I tried changing a single ...
by benlove007
Sun Feb 22, 2026 8:54 pm
Forum: Ideas and Suggestions
Topic: Toggle entity control needs a sound effect
Replies: 0
Views: 119

Toggle entity control needs a sound effect

The Toggle entity control is great. However, it is missing one key feature: it needs a sound effect to confirm that it has taken effect. This could be as simple as adding utility/gui_click to it. Each of the operations that it simplifies (automatic/manual for trains and on/off for constant ...
by benlove007
Mon Feb 16, 2026 1:03 am
Forum: Modding interface requests
Topic: Remembering mod changes to Player.zoom in Remote View
Replies: 0
Views: 183

Remembering mod changes to Player.zoom in Remote View

Setting player.zoom should update the current remote view history item just like it would if the player changed the zoom with the mouse wheel.

If the zoom level is changed with the mouse wheel, the current zoom level is remembered when traveling backward and forward within the remote view history ...
by benlove007
Sun Feb 15, 2026 6:18 pm
Forum: Modding interface requests
Topic: mod_gui needs a remove_button function
Replies: 0
Views: 190

mod_gui needs a remove_button function

Sometimes a mod would like to remove a button (or frame) that it previously added. This is trivially done by calling destroy() on the gui element. This will of course remove the element from the button flow or the frame flow.

However, the top frame and inner frame elements still exist. And if the ...
by benlove007
Sun Feb 15, 2026 1:33 am
Forum: Ideas and Requests For Mods
Topic: speed limit
Replies: 7
Views: 817

Re: speed limit

Alright; the first version has been released: Speed Governor. Give it a try, and let me know if it works!
by benlove007
Fri Feb 13, 2026 12:40 am
Forum: Implemented mod requests
Topic: Expose reversing_power_modifier
Replies: 2
Views: 326

Expose reversing_power_modifier

LocomotivePrototype.reversing_power_modifier is not exposed via LuaEntityPrototype at runtime.

I would like to read this value at runtime to support arbitrary custom locomotives when calculating how much energy was actually consumed during a tick while a train is reversing manually.
by benlove007
Wed Feb 11, 2026 8:03 pm
Forum: Ideas and Requests For Mods
Topic: speed limit
Replies: 7
Views: 817

Re: speed limit

A follow-up:

I'm making good progress on this. I'm very proud of the GUI I've developed to show the current vehicle speed limit.

I realized that I didn't support trains initially, but I really do need to. That support should be added tonight.

In terms of the keybindings, I've currently ...
by benlove007
Tue Feb 10, 2026 5:17 am
Forum: Ideas and Requests For Mods
Topic: speed limit
Replies: 7
Views: 817

Re: speed limit

I was already thinking about implementing mod like this recently. I want the ability to drive along a wall and pick up items faster. But the car moves too fast. I typically manage this by manually pumping the accelerator, but that is error prone. It would be great if I could set a lower top speed ...
by benlove007
Tue Feb 10, 2026 4:31 am
Forum: Modding discussion
Topic: Separate "mods" settings and more (warning, prevents updates)
Replies: 2
Views: 632

Re: Separate "mods" settings and more (warning, prevents updates)

I'm not entirely sure what you are trying to achieve here, but there is something you may be interested in:

mods are stored in a directory called "mods" inside your game folder (right next to saves). The executable has an option to specify a different directory. So, without having different saves ...
by benlove007
Sun Feb 08, 2026 7:56 pm
Forum: Modding help
Topic: Detecting rail planner active
Replies: 0
Views: 111

Detecting rail planner active

When processing an on_selected_entity_changed event, I would like to know if the rail planner is active (as distinguished from a rail item in the cursor stack). In my research, I don't think this is possible, but perhaps I missed something?

If this is not possible, I would like to request an API ...
by benlove007
Sat Oct 11, 2025 5:34 pm
Forum: Modding interface requests
Topic: [2.0.8] Recipe Quality
Replies: 2
Views: 1192

Re: [2.0.8] Recipe Quality

I would be particularly interested in this feature.

The holmium-solution recipe requires 2 holmium-ore, 1 stone, and 10 water. By default, holmium-ore is not used for anything else. So, if I have higher quality holmium-ore (whether intentionally or not), the only way to consume it is to create ...

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