It was widely requested so I took a crack at it over the past few days. Here for your inter-platform pleasure, Orbital Transfer !
Orbital Platform Providers work like provider chests with one slot, and will ship them to other platforms when the stack is full. Orbital Platform Requesters work like ...
Search found 12 matches
- Fri Nov 22, 2024 4:21 am
- Forum: Mods
- Topic: [2.0] Orbital Transfer - Inter-Platform Logistics
- Replies: 0
- Views: 644
- Wed Nov 20, 2024 1:54 am
- Forum: Ideas and Suggestions
- Topic: Implement recipe result probabilities as a choice
- Replies: 0
- Views: 162
Implement recipe result probabilities as a choice
Right now recipe results with probabilities are each evaluated independently. It would be great if we could specify results in such a manner that they were linked and one was chosen based on given weights, but other results are not linked and not affected.
Use case is a catalyst system that has a ...
Use case is a catalyst system that has a ...
- Tue Nov 19, 2024 9:45 pm
- Forum: Duplicates
- Topic: [2.0.15] Items begin to spoil before they are finished crafting
- Replies: 5
- Views: 1210
Re: [2.0.15] Items begin to spoil before they are finished crafting
This appears to be a core problem with spoilage and not just related to specific circuit conditions, handcrafting, etc. Also still happening on 2.0.20.
I was able to replicate by having a modded item with a 1-tick spoilage duration (was attempting to use the spoilage trigger for some side effects ...
I was able to replicate by having a modded item with a 1-tick spoilage duration (was attempting to use the spoilage trigger for some side effects ...
- Sat Nov 16, 2024 2:43 am
- Forum: Resolved for the next release
- Topic: [2.0.15] Spidertron remote does not recolor
- Replies: 5
- Views: 865
Re: [2.0.15] Spidertron remote does not recolor
+1 please, makes controlling several groups of spidertrons at once a bit easier when I can tell groups apart.
- Fri Nov 15, 2024 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Gleba science pack research micronmanagement solution
- Replies: 44
- Views: 9143
Dynamically research based on packs available
Like probably a lot of folks I find myself swapping between techs requiring Agricultural Science, and those that do not. Feels necessary to not waste time whenever I'm waiting for more Agricultural science to be shipped. I know I should probably just increase throughput, but it would be great if ...
- Wed Jul 15, 2020 10:11 pm
- Forum: Modding help
- Topic: Remove Vanilla Ores
- Replies: 9
- Views: 3490
Re: Remove Vanilla Ores
Here's the function I use, it removes it from all the autoplace controls and then removes the resource itself:
local function RemoveResource(resource, fromResourceList)
local map_gen_presets = data.raw["map-gen-presets"]["default"]
data.raw["autoplace-control"][resource] = nil
for i, preset ...
local function RemoveResource(resource, fromResourceList)
local map_gen_presets = data.raw["map-gen-presets"]["default"]
data.raw["autoplace-control"][resource] = nil
for i, preset ...
- Wed Jul 15, 2020 9:15 pm
- Forum: Modding help
- Topic: Can I make 2.5d sprites in resources?
- Replies: 2
- Views: 1262
Re: Can I make 2.5d sprites in resources?
I've attached an example of how it renders in-game. I'm hoping to get each "row" of wheat rendering in front of anything at the same horizontal position or above, basically.
- Wed Jul 15, 2020 9:00 pm
- Forum: Modding help
- Topic: Can I make 2.5d sprites in resources?
- Replies: 2
- Views: 1262
Can I make 2.5d sprites in resources?
To clarify my admittedly murky attempt at a subject: I am making a new resource (Wheat) for a mod. I have made a texture for it with stages, and that part seems to work fine and even looks decent enough by itself and functions just fine, but there's a couple graphical problems in game. Basically, I ...
- Mon Jul 17, 2017 8:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.x] Crash on tech screen if all techs disabled
- Replies: 2
- Views: 2817
[0.15.x] Crash on tech screen if all techs disabled
I'm writing a scenario that has a "tutorial" component to it. As part of this, I want to disable *all* technologies until they reach the point in the 'Now research some stuff' part of the tutorial, at which point I enable techs incrementally in order to limit confusion. In 0.14 this was possible ...
- Sun Feb 19, 2017 6:09 am
- Forum: Modding help
- Topic: Missing Recipe Errors
- Replies: 8
- Views: 3743
Re: Missing Recipe Errors
I've found a safer way to disable recipes and techs is simply disabling them, rather than deleting them. If you're worried about someone using research_all_techs, which does indeed unlock disabled techs too, you can also modify the disabled techs to have no effects.
- Sun Feb 19, 2017 6:06 am
- Forum: Modding help
- Topic: Recipe is in crafting category but has a non-item product
- Replies: 6
- Views: 4009
Re: Recipe is in crafting category but has a non-item product
You need to change the category. 'crafting-with-fluids' is usually what I set things to when they have a fluid component. I don't know any particular gameplay difference between that and 'advanced-crafting'
- Sat Feb 18, 2017 4:28 am
- Forum: Modding help
- Topic: Achievements in Mods
- Replies: 1
- Views: 1689
Achievements in Mods
Is there any documentation on how to create achievements anywhere? I wasn't able to find anything on the official lua site or wiki.
What I'd like to do is create an achievement for crafting a certain item within the first ten minutes of the game. I've got two questions.
One, it seems like this isn ...
What I'd like to do is create an achievement for crafting a certain item within the first ten minutes of the game. I've got two questions.
One, it seems like this isn ...