Search found 21 matches

by Twisted6
Wed Dec 03, 2025 9:26 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 42
Views: 2178

Re: Clearly Marking AI Content




I think, it's more about creative content like assets, etc.


Yep and then you have shaders and particules or overlay which can be bit of both, and you have CGI in movies that uses AI which causes no problem to most people when they learn about it afterward , and mods that are asset straight ...
by Twisted6
Wed Dec 03, 2025 9:21 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 42
Views: 2178

Re: AI generated assets and disclosure

+1 for this. I personally avoid AI content like the plague. It's unoriginal and easy to pump out en mass burying the original content.
by Twisted6
Wed Dec 03, 2025 3:39 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 42
Views: 2178

Re: AI Slop

mmmPI wrote: Wed Dec 03, 2025 3:35 pm that's hard to define what is clearly marked because some people will ignore description and still complain, how did you know it was AI ?
It's stated down in the more detailed descriptions but many people installing the mod from the in game browser won't see that.
by Twisted6
Wed Dec 03, 2025 3:28 pm
Forum: Mod portal Discussion
Topic: AI generated assets and disclosure
Replies: 42
Views: 2178

Clearly Marking AI Content

Can we get the option to ignore certain posters or make it a rule that AI content has to be clearly marked? I asked a particular poster to clearly tag their AI content and they deleted my post.
by Twisted6
Sun Nov 09, 2025 7:00 am
Forum: Technical Help
Topic: [1.1.107] Cannot copy or paste blueprint strings
Replies: 6
Views: 4855

Re: [1.1.107] Cannot copy or paste blueprint strings


Just chiming to say I've the same problem, Arch, Wayland and Plasma6 (if it matters) The thing is I never saw it on 1.1.107 BUT with the latest update, I can't import, at all, clipboard touched or not, the only thing I can copy is from within the game itself. It sound there is a problem with ...
by Twisted6
Sun Nov 09, 2025 6:52 am
Forum: Technical Help
Topic: [1.1.107] Cannot copy or paste blueprint strings
Replies: 6
Views: 4855

Re: [1.1.107] Cannot copy or paste blueprint strings

Necroing this thread to say it's still a problem on 2.0.72 with Bazzite 43. Literally unplayable without the balancer book.
by Twisted6
Thu May 22, 2025 6:46 pm
Forum: Ideas and Suggestions
Topic: Auto-launching of mixed rockets
Replies: 73
Views: 32778

Re: Auto-launching of mixed rockets

Please fix devs. Manually loading rockets with niche items is so tedious. As if quality wasn't tedious enough with not being able to mix ingredient quality levels, now it forces us to manually load rockets too.
by Twisted6
Thu Apr 24, 2025 8:17 pm
Forum: Implemented Suggestions
Topic: Option to have Remote View music use the player's real location
Replies: 10
Views: 10447

Re: Option to have Remote View music use the player's real location

+1 This should 100% be moved from the hidden settings to the regular settings. Having the music change every time I use remote view is so annoying.
by Twisted6
Mon Jun 24, 2019 11:54 am
Forum: Minor issues
Topic: [0.17.50] Upgrade planner doesn't override item request slots
Replies: 4
Views: 2155

Re: [0.17.50] Upgrade planner doesn't override item request slots


Thanks for the report. The upgrade planner doesn't override them because it knows that the module can never actually fit into that machine because it's already full of modules.

I don't know how you managed to get the item request slot to stick around when the machine is already full because there ...
by Twisted6
Sun Jun 23, 2019 6:33 pm
Forum: Minor issues
Topic: [0.17.50] Upgrade planner doesn't override item request slots
Replies: 4
Views: 2155

[0.17.50] Upgrade planner doesn't override item request slots

Image
Image
Image

Imgur linking doesn't seem to be working so here's the album: https://imgur.com/a/KDM0f8N
by Twisted6
Fri Jun 21, 2019 9:42 am
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 58
Views: 41989

Re: Optimize Drone Movement

Reviving an old post a bit but I support this. There's got to be a way to implement rudimentary path finding efficiently. Too many times have I seen bots flying back and worth from ports because the gap they're trying to cross is too far or flying into biters when they cut corners. I like to cover ...
by Twisted6
Fri Nov 30, 2018 8:02 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 171531

Every Biome Screenshot Gallery

I've made a screenshot gallery of every biome for anyone who wants a list.
https://imgur.com/gallery/P3FIk1v
by Twisted6
Mon Nov 26, 2018 3:39 pm
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 14410

Re: [0.16] Stormwalls

I came to report a similar conflict with creative mode. Pasting any blueprint with a flooring tile crashes the game. I'll go and post this on the creative mod thread as well. Image
by Twisted6
Sun Jun 11, 2017 10:26 am
Forum: Duplicates
Topic: [15.19] Station Names Not Saved In Blueprint
Replies: 2
Views: 1552

Re: [15.19] Station Names Not Saved In Blueprint

Loewchen wrote:viewtopic.php?t=32262
Sorry, I did do a quick search for "Station name" and couldn't find any posts about it.
by Twisted6
Sun Jun 11, 2017 10:17 am
Forum: Duplicates
Topic: [15.19] Station Names Not Saved In Blueprint
Replies: 2
Views: 1552

[15.19] Station Names Not Saved In Blueprint

I'm not sure if it's a bug or indended but I personally would prefer if station names were saved in a blueprint so that I can place a station blueprint for eg "Iron Ore Drop Off" and have my trains automatically work with it. Having to rename all of the stations after placing a multi station ...
by Twisted6
Tue May 16, 2017 7:57 pm
Forum: Already exists
Topic: How to Access data.raw from control.Lua?
Replies: 2
Views: 3470

Re: How to Access data.raw from control.Lua?

If you want to change prototype values with settings you need to use the startup setting type.

Global settings can be changed runtime which means they can't be used to build prototypes since prototypes can't be changed runtime.

Much appreciated.

For anyone also looking for the solution, in ...
by Twisted6
Tue May 16, 2017 6:27 pm
Forum: Already exists
Topic: How to Access data.raw from control.Lua?
Replies: 2
Views: 3470

How to Access data.raw from control.Lua?

I realised data.lua is loaded before settings.lua so instead is there a way to modify data from control.lua? I've tried but get a nil value error on "data" in eg "data.raw.ammo"

As an example here is some code that doesn't work.
for i, ammo in pairs(data.raw.ammo) do
ammo.magazine_size = settings ...
by Twisted6
Sat May 06, 2017 12:10 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 155219

Re: [MOD 0.14] KS Power

+1 for a 0.15 update. Early game just doesn't feel complete without wind turbines.
by Twisted6
Thu Dec 15, 2016 1:35 am
Forum: Modding help
Topic: How to Read Resource Richnesses
Replies: 5
Views: 2904

Re: How to Read Resource Richnesses

I'm unfamiliar with how the surfaces work but 'nauvis' is used in the base mod files. Maybe game.surfaces[1] would also work.
by Twisted6
Thu Dec 15, 2016 12:09 am
Forum: Modding help
Topic: How to Read Resource Richnesses
Replies: 5
Views: 2904

Re: How to Read Resource Richnesses

Nexela wrote:game.print(game.player.surface.map_gen_settings.autoplace_controls["iron-ore"].richness)
That throws a nil value error on player, however game.print(game.surfaces['nauvis'].map_gen_settings.autoplace_controls["iron-ore"].richness) works. Thanks for the pointer.

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