Search found 12 matches
- 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 ...
- 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 ...
I tried changing a single ...
- 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 ...
- 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 ...
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 ...
- 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 ...
However, the top frame and inner frame elements still exist. And if the ...
- 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!
- Fri Feb 13, 2026 12:40 am
- Forum: Implemented mod requests
- Topic: Expose reversing_power_modifier
- Replies: 2
- Views: 325
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.
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.
- 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 ...
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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
If this is not possible, I would like to request an API ...
- Sat Oct 11, 2025 5:34 pm
- Forum: Modding interface requests
- Topic: [2.0.8] Recipe Quality
- Replies: 2
- Views: 1191
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 ...
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 ...