Search found 9 matches

by Kusibu
Tue Jan 28, 2025 1:55 am
Forum: Won't implement
Topic: All-surface tile damage/destruction support in API
Replies: 2
Views: 469

All-surface tile damage/destruction support in API

Right now, only space platforms appear to support tile damage that I can tell. The only way to simulate it is to do a tile replacement, which doesn't (that I can tell) allow for a dying explosion, and definitely doesn't allow for dealing granular damage.

The main use case I had in mind was using ...
by Kusibu
Wed Jan 08, 2025 8:18 pm
Forum: Ideas and Suggestions
Topic: Add "entity heating cost" variable for space locations
Replies: 0
Views: 259

Add "entity heating cost" variable for space locations

TL;DR
New variable on space locations (modifiable at runtime) that scales the heating energy of buildings.

What?
The variable is a multiplier to the baseline heating energy of each building. At a value of 1 (which would be the default), the heating cost of each building will be the same as ...
by Kusibu
Wed Dec 04, 2024 3:43 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.21] Agricultural tower doesn't seem to respect tile_buildability_rules
Replies: 3
Views: 4136

Re: [2.0.21] Agricultural tower doesn't seem to respect tile_buildability_rules

It respects the basic mask collisions between the entity and tile as well.
by Kusibu
Mon Dec 02, 2024 4:23 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.21] Tile placeable_by count isn't respected by hand placement of place_as_tile items
Replies: 2
Views: 1012

Re: [2.0.21] Tile placeable_by count isn't respected by place_as_tile items

Update on attempting to diagnose bug: Construction robots are respecting the required placement count, it's just that manual placement isn't.
by Kusibu
Fri Nov 29, 2024 11:44 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.21] Tile placeable_by count isn't respected by hand placement of place_as_tile items
Replies: 2
Views: 1012

[Lou][2.0.21] Tile placeable_by count isn't respected by hand placement of place_as_tile items

When modifying a tile which is placed by a place_as_tile item (in the following example, refined concrete), the actual placement cost appears to always be one, regardless of what count is specified in placeable_by.
local conc_cost = 3
data.raw.tile["refined-concrete"].placeable_by = {item ...
by Kusibu
Fri Nov 29, 2024 4:14 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.21] Agricultural tower doesn't seem to respect tile_buildability_rules
Replies: 3
Views: 4136

[Lou][2.0.21] Agricultural tower doesn't seem to respect tile_buildability_rules

I have two sets of buildability rules I set up for plants - one that works on water tiles that don't collide with the player (so the plant can be placed in shallows), and one for a set of tiles I've tagged with a special collision layer (for something I want to grow on land, but not into concrete or ...
by Kusibu
Thu Oct 31, 2024 3:22 pm
Forum: Ideas and Suggestions
Topic: [Space Age] Allow cargo landing pad to specify a minimum drop size
Replies: 13
Views: 4787

[Space Age] Allow cargo landing pad to specify a minimum drop size

The topic of limiting cargo pod spam is one that has come up a few times before, and I think this would be a neat way to put management of that in the player's hands. Whether the minimum is specified based on number of dropped items or number of fully occupied slots, I wouldn't be sure; there's also ...
by Kusibu
Sun Oct 27, 2024 2:48 am
Forum: Ideas and Suggestions
Topic: [DLC] Strange fail conditions for the "Rush to space" achievement
Replies: 8
Views: 2678

"Rush to space" achievement could be before using prod/util sci, not unlocking them

Could just be a matter of personal taste, but it feels weird that the offworld requirement is using a science pack (not just unlocking it) and the Nauvis requirement is unlock-based, so you get "punished" if you're just dumping science packs into whatever's available without production and utility ...
by Kusibu
Tue Nov 04, 2014 5:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.1] Multiplayer sync error
Replies: 2
Views: 1556

[0.11.1] Multiplayer sync error

I'm encountering a bug where a connecting player can't sync after a certain event. Unfortunately, the event caused the game to freeze (would accept console menu opens, but no commands and nothing else even opened, not even the exit menu).

The first event happened sometime around the creation of a ...

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