Search found 14 matches
- Tue Jun 16, 2026 7:34 pm
- Forum: Ideas and Suggestions
- Topic: New mechanics for selecting targets for artillery
- Replies: 0
- Views: 92
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 ...
- Mon May 18, 2026 5:44 pm
- Forum: Modding help
- Topic: Recycling recipes
- Replies: 2
- Views: 465
Re: Recycling recipes
Yes, it helped. Thanks!
- 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 ...
- Fri Apr 24, 2026 6:19 pm
- Forum: Modding help
- Topic: Turret shells fly through asteroids
- Replies: 6
- Views: 530
Re: Turret shells fly through asteroids
Do you know the IR3 mod? You'll see it on the new version in a couple of months.eugenekay wrote: Fri Apr 24, 2026 4:49 pm Hooray!
Looking forward to trying a new (interesting?) Turret mod when it is ready.![]()
- Fri Apr 24, 2026 3:20 pm
- Forum: Modding help
- Topic: Turret shells fly through asteroids
- Replies: 6
- Views: 530
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 ...
- Fri Apr 24, 2026 3:04 pm
- Forum: Modding help
- Topic: Turret shells fly through asteroids
- Replies: 6
- Views: 530
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 ...
- Fri Apr 24, 2026 3:02 pm
- Forum: Modding help
- Topic: Turret shells fly through asteroids
- Replies: 6
- Views: 530
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 ...
attack_parameters =
{
type = "projectile",
cooldown = 120,
range = 60,
min_range = 12,
range_mode = "center-to-bounding-box",
turn_range = 1/3,
projectile ...
- Thu Apr 23, 2026 6:20 pm
- Forum: Modding help
- Topic: Turret shells fly through asteroids
- Replies: 6
- Views: 530
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?
- Mon Mar 23, 2026 9:11 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2090
- Views: 1119952
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.
- Sat Mar 14, 2026 6:19 pm
- Forum: Modding help
- Topic: The ability to enable "space age" without adding its content
- Replies: 6
- Views: 1104
Re: The ability to enable "space age" without adding its content
I'm an idiot, everything worked for me. Thank you all!
- Sat Mar 14, 2026 6:00 pm
- Forum: Modding help
- Topic: The ability to enable "space age" without adding its content
- Replies: 6
- Views: 1104
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?
- Sat Mar 14, 2026 5:26 pm
- Forum: Modding help
- Topic: The ability to enable "space age" without adding its content
- Replies: 6
- Views: 1104
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?
- Sat Mar 14, 2026 5:23 pm
- Forum: Modding help
- Topic: The ability to enable "space age" without adding its content
- Replies: 6
- Views: 1104
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
- Sat Mar 14, 2026 3:29 pm
- Forum: Modding help
- Topic: The ability to enable "space age" without adding its content
- Replies: 6
- Views: 1104
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 ...