Search found 628 matches

by Silari
Sun Sep 27, 2026 5:20 pm
Forum: Ideas and Suggestions
Topic: Resource frequency lower than 17%
Replies: 1
Views: 291

Re: Resource frequency lower than 17%

Values lower than that apparently don't work anyway and wasn't able to be fixed: viewtopic.php?p=669037
by Silari
Tue Sep 22, 2026 1:01 am
Forum: Modding help
Topic: Custom mod category or-hand-crafting
Replies: 3
Views: 285

Re: Custom mod category or-hand-crafting

I believe the recipes a player can craft is based on character's prototype's crafting_categories . Usually, that's data.raw.character.character.crafting_categories, I think. Adding your category to that table should do it?


Not sure where a player without a character gets their recipe list from ...
by Silari
Mon Sep 21, 2026 1:02 pm
Forum: Ideas and Suggestions
Topic: Allow inserters to insert and remove modules from mining drills
Replies: 9
Views: 680

Re: Allow inserters to insert and remove modules from mining drills


With beacons though you can't "insert" modules in them with inserter, you can only "remove" them as far as i know, you would have to power or unpower them with a setup similar to what eugenekay linked, so your suggestion is a bit different imo. It is occasionnally suggested by players for beacons ...
by Silari
Thu Sep 17, 2026 1:27 pm
Forum: Modding help
Topic: Resize the Platforms List GUI?
Replies: 6
Views: 494

Re: Resize the Platforms List GUI?

Have you tried the Ctrl + F6 style debug option? Turning it on and hovering over a GUI element gives you information on the styles it uses, might have something useful there?
by Silari
Tue Sep 15, 2026 4:16 am
Forum: Modding help
Topic: Limit craftable items temporarily
Replies: 1
Views: 212

Re: Limit craftable items temporarily

Wouldn't it be fairly simple to do that by putting them onto a different force? Recipes are controlled by the force, so you can just make a new one that only has access to those ones you want.

That does assume it doesn't matter if what they do on that new surface belongs to a different force though.
by Silari
Wed Aug 05, 2026 11:02 pm
Forum: Ideas and Suggestions
Topic: Train Ghosts when destroyed
Replies: 3
Views: 497

Re: Train Ghosts when destroyed

I feel that would have the problem of where the ghost should go.

It can't just attach a ghost to a moving train, that makes the train switch to manual and would immediately disconnect anyway if its already in motion.

And it's unlikely every part is going to be destroyed instantaneously. It could ...
by Silari
Tue Jul 21, 2026 1:29 pm
Forum: Releases
Topic: Version 2.1.12
Replies: 10
Views: 13988

Re: Version 2.1.12

Added RecipePrototype::raise_on_crafted.

Wow did not think anything like that was ever getting added. Guess it being on the recipe prototype stops the performance implications.


Could use it in Homeworld Redux for the terraforming stuff - it's currently some kind of jank scripting to guess when ...
by Silari
Mon Jun 29, 2026 8:12 pm
Forum: Modding help
Topic: Increasing stack size via technology
Replies: 2
Views: 330

Re: Increasing stack size via technology

Stack sizes are part of the item prototype and can't be modified run time.

Closest you can do (without a bunch of weird scripting jank) is make technologies for compressing multiple promethium into a new item that can be decompressed back into multiple - ie like several crating/boxed mods do for ...
by Silari
Mon Jun 29, 2026 1:24 am
Forum: Modding help
Topic: removing a button from top-left corner?
Replies: 5
Views: 596

Re: removing a button from top-left corner?

I'm not sure where you're getting the mod_gui_top_frame name from, but if you want to remove the button for Teleporation Redux, than you want to destroy the
teleportation_main_button element it's creating.

In the console, that would be
game.player.gui.top.teleportation_main_button.destroy ...
by Silari
Tue Jun 16, 2026 1:34 pm
Forum: Modding help
Topic: New entity is transparent
Replies: 2
Views: 431

Re: New entity is transparent

Without looking at the mod, I'd say the most likely cause is that you're trying to use the graphics_set property, which assembling machines (and thus EM plants) have, while labs actually use off_animation and on_animation for their graphics instead.
by Silari
Fri Jun 12, 2026 8:52 pm
Forum: Ideas and Suggestions
Topic: Restart Button
Replies: 9
Views: 1117

Re: Restart Button

I keep a mod installed that does nothing, and toggle it when I need to restart.

A button or key combo would be more convenient.
by Silari
Sun Jun 07, 2026 1:13 am
Forum: Not a bug
Topic: [2.0.77] "Train Cannot Find Path" Warning Still Visible
Replies: 2
Views: 330

Re: [2.0.77] "Train Cannot Find Path" Warning Still Visible

Looks like you have it pinned on the right there - alerts you pin won't go away.
by Silari
Mon May 18, 2026 1:09 am
Forum: Technical Help
Topic: command for checking "finished" game state
Replies: 4
Views: 1090

Re: command for checking "finished" game state


an ugly solution may be to create a mod that will but something in the script-output folder that I then can parse but a mod would have to be installed by everyone connecting to the server which is a not preferable


You shouldn't need a mod - you can probably edit the saves control.lua to insert ...
by Silari
Sat Apr 25, 2026 10:27 pm
Forum: Gameplay Help
Topic: Power draw issues on Gleba
Replies: 7
Views: 1437

Re: Power draw issues on Gleba

When entities lose power they need to draw extra to fill their electric buffers. Once it refills they go back to their normal draw. The entity info shows the normal power draw, not the maximum it can pull. Roboports and beacons tend to have very large buffers.
by Silari
Thu Apr 02, 2026 9:16 pm
Forum: Mods
Topic: [SE/K2] No cryonite on moon
Replies: 1
Views: 613

Re: [SE/K2] No cryonite on moon

It only spawns on certain tiles, so the terrain and ore generation have to meet up in order to spawn it. Sometimes you get unlucky and you get none even on a planet/moon with a high spawn chance.
by Silari
Sun Mar 22, 2026 4:12 pm
Forum: Gameplay Help
Topic: Console commands for instant traveling from planet to another
Replies: 3
Views: 1964

Re: Console commands for instant traveling from planet to another

Code: Select all

/cheat <planet or platform name>

works to teleport you to any planet or platform, IIRC. Doesn't have to exist already.
by Silari
Fri Mar 20, 2026 4:16 pm
Forum: Modding help
Topic: need help creating mod to add visualization aids
Replies: 2
Views: 633

Re: need help creating mod to add visualization aids

Far as I'm aware you can't, because cursor position isn't part of the game state, just their cursor_stack. You'd have to draw the overlay over the entire possible area for as long as the player has the tower in hand.
by Silari
Sat Mar 14, 2026 5:40 pm
Forum: Modding help
Topic: The ability to enable "space age" without adding its content
Replies: 6
Views: 1608

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?


That is what the feature flag they mentioned does. It doesn't actually enable any of the space age mods, just allows the prototypes/features from the DLC ...
by Silari
Sun Jan 25, 2026 5:35 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.73] rocket_launch_products are ignored when manually launching item to Orbit with Space Age
Replies: 2
Views: 3283

Re: [2.0.73] rocket_launch_products are ignored when manually launching item to Orbit with Space Age

I've had people report the same with my mod , several times , but haven't been able to do any testing with it since I don't own SA. My items are named "miner-module" or "miner-module-<resource name>" so it's not just with the name "satellite" apparently.

At least one person said it didn't work even ...
by Silari
Sat Jan 24, 2026 6:17 pm
Forum: Modding help
Topic: recipe enabled=false but still going on start??
Replies: 3
Views: 824

Re: recipe enabled=false but still going on start??

Are you testing this in a new game or loading a saved game? Saved game would keep the previous setting unless technology effects are reset are for the force, so if you had it enabled during testing then changed it to not enabled, it would still show available in the save.

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