Search found 6 matches
- Thu Jul 09, 2026 6:54 pm
- Forum: Modding help
- Topic: custom gui in tips and tricks simulation
- Replies: 2
- Views: 180
Re: custom gui in tips and tricks simulation
Right now its a choose-elem-button
- Thu Jul 09, 2026 12:35 pm
- Forum: Modding help
- Topic: custom gui in tips and tricks simulation
- Replies: 2
- Views: 180
custom gui in tips and tricks simulation
I am trying to make tips and tricks pages for my mod, and want to show demonstrations of using the new gui elements I've added. however, I can't seem to get game.simulation.get_widget_position to locate my new elements, and retreiving it directly from the player.gui doesn't seem to be able to either ...
- Sat Feb 07, 2026 6:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Stickers render on incorrect layer while flying
- Replies: 2
- Views: 820
- Tue Dec 30, 2025 7:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Stickers render on incorrect layer while flying
- Replies: 2
- Views: 820
[2.0.72] Stickers render on incorrect layer while flying
While flying, sticker effects don't render over the character properly. For instance, here I am flying with the yumako regend sticker, and its behind me.
12-30-2025, 12-47-36.png
It also has a tendency to render entirely behind the ship if I am too far up, as if it is trying to place it over a ...
12-30-2025, 12-47-36.png
It also has a tendency to render entirely behind the ship if I am too far up, as if it is trying to place it over a ...
- Tue Dec 02, 2025 12:45 am
- Forum: Modding help
- Topic: Fusion Generator not producing pollution
- Replies: 1
- Views: 436
Fusion Generator not producing pollution
I'm adding in a new pollution type, and while its working as expected in most cases, I can't get the fusion generator to output pollution.
energy_source=
{
type="electric",
usage_priority="secondary-output",
output_flow_limit="50MW",
emissions_per_minute=
{
new_pollution=833.33333333333 ...
energy_source=
{
type="electric",
usage_priority="secondary-output",
output_flow_limit="50MW",
emissions_per_minute=
{
new_pollution=833.33333333333 ...
- Fri Nov 28, 2025 7:37 pm
- Forum: Modding interface requests
- Topic: Allow event for a cliff being destroyed
- Replies: 3
- Views: 1970
Re: Allow event for a cliff being destroyed
I could really use a general solution to this. I have workarounds based on detecting when cliff explosives have been used, but this isn't comprehensive. I'd like to detect when cliffs are destroyed in general, which would include atomic bombs, exploding power plants, or effects from other mods ...