Search found 14 matches

by Vano0o0o
Tue Jun 16, 2026 7:34 pm
Forum: Ideas and Suggestions
Topic: New mechanics for selecting targets for artillery
Replies: 0
Views: 94

New mechanics for selecting targets for artillery

Dear developers, hello. In general, in the fashion that I am currently engaged in, I replaced an atomic rocket with an atomic artillery shell, and during its tests I had an interesting thought. Its essence is that if a projectile with a high destructive power is used, artillery does not fire it ...
by Vano0o0o
Mon May 18, 2026 5:44 pm
Forum: Modding help
Topic: Recycling recipes
Replies: 2
Views: 465

Re: Recycling recipes

Yes, it helped. Thanks!
by Vano0o0o
Mon May 18, 2026 5:20 pm
Forum: Modding help
Topic: Recycling recipes
Replies: 2
Views: 465

Recycling recipes

Hello everyone. I need help changing the recipes for recycling some items. In my modification, I create many additional categories of recipes, and at the same time, items created in these categories give the wrong output during recycling. I found a way to change this on my client's side: in the file ...
by Vano0o0o
Fri Apr 24, 2026 6:19 pm
Forum: Modding help
Topic: Turret shells fly through asteroids
Replies: 6
Views: 538

Re: Turret shells fly through asteroids

eugenekay wrote: Fri Apr 24, 2026 4:49 pm Hooray!

Looking forward to trying a new (interesting?) Turret mod when it is ready. :-)
Do you know the IR3 mod? You'll see it on the new version in a couple of months.
by Vano0o0o
Fri Apr 24, 2026 3:20 pm
Forum: Modding help
Topic: Turret shells fly through asteroids
Replies: 6
Views: 538

Re: Turret shells fly through asteroids


You could post your Mod (or at least the Turret prototype code) so we can see the problem in action.

Are you using table.deepcopy to create a Gun Turret clone, or instantiating the entire prototype by hand? At a guess, ProjectileAttackParameters has optional properties lead_target_for_projectile ...
by Vano0o0o
Fri Apr 24, 2026 3:04 pm
Forum: Modding help
Topic: Turret shells fly through asteroids
Replies: 6
Views: 538

Re: Turret shells fly through asteroids


You could post your Mod (or at least the Turret prototype code) so we can see the problem in action.

Are you using table.deepcopy to create a Gun Turret clone, or instantiating the entire prototype by hand? At a guess, ProjectileAttackParameters has optional properties lead_target_for_projectile ...
by Vano0o0o
Fri Apr 24, 2026 3:02 pm
Forum: Modding help
Topic: Turret shells fly through asteroids
Replies: 6
Views: 538

Re: Turret shells fly through asteroids

I can't post the mod yet, it's still too raw, but I can give attack_parameters to this turret. And I'm writing her prototype manually.
attack_parameters =
{
type = "projectile",
cooldown = 120,
range = 60,
min_range = 12,
range_mode = "center-to-bounding-box",
turn_range = 1/3,
projectile ...
by Vano0o0o
Thu Apr 23, 2026 6:20 pm
Forum: Modding help
Topic: Turret shells fly through asteroids
Replies: 6
Views: 538

Turret shells fly through asteroids

Hi, I'm making a mod that adds a new turret in particular. It works fine on the ground, it hits both running and flying enemies. But if you put it on a space platform, but its projectiles don't touch the asteroids. What, theoretically, could be the problem?
by Vano0o0o
Mon Mar 23, 2026 9:11 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2090
Views: 1119987

Re: Simple Questions and Short Answers

Hi, I need help with how to specify the "crafting_speed_quality_multiplier" parameter in the prototype of the assembly machine. On the wiki, the entry form is extremely incomprehensible.
by Vano0o0o
Sat Mar 14, 2026 6:19 pm
Forum: Modding help
Topic: The ability to enable "space age" without adding its content
Replies: 6
Views: 1110

Re: The ability to enable "space age" without adding its content

I'm an idiot, everything worked for me. Thank you all!
by Vano0o0o
Sat Mar 14, 2026 6:00 pm
Forum: Modding help
Topic: The ability to enable "space age" without adding its content
Replies: 6
Views: 1110

Re: The ability to enable "space age" without adding its content

I'm confused. What do I need to change in the "info.json" so that this error message doesn't appear?
03-14-2026, 21-00-27.png
03-14-2026, 21-00-27.png (19.98 KiB) Viewed 1043 times
by Vano0o0o
Sat Mar 14, 2026 5:26 pm
Forum: Modding help
Topic: The ability to enable "space age" without adding its content
Replies: 6
Views: 1110

Re: The ability to enable "space age" without adding its content

Still, is there any way to enable SA functions without adding its contents? So that there would be no planets, platforms, or anything else?
by Vano0o0o
Sat Mar 14, 2026 5:23 pm
Forum: Modding help
Topic: The ability to enable "space age" without adding its content
Replies: 6
Views: 1110

Re: The ability to enable "space age" without adding its content

So you need to come up with some other solution for growing trees, which will then have to be removed. Okay, thanks
by Vano0o0o
Sat Mar 14, 2026 3:29 pm
Forum: Modding help
Topic: The ability to enable "space age" without adding its content
Replies: 6
Views: 1110

The ability to enable "space age" without adding its content

The bottom line here is this: I am currently writing my own mod, which was originally designed for a game without the "space age" add-on, but whose compatibility will be added later. And at the same time, I want to use the mechanics of an agricultural tower in my mod (since I need to grow trees ...

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