Search found 628 matches
- 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
- 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 ...
Not sure where a player without a character gets their recipe list from ...
- 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 ...
- 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?
- 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.
That does assume it doesn't matter if what they do on that new surface belongs to a different force though.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
teleportation_main_button element it's creating.
In the console, that would be
game.player.gui.top.teleportation_main_button.destroy ...
- 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.
- 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.
A button or key combo would be more convenient.
- 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.
- 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 ...
- 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.
- 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.
- 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.
- 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.
- 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 ...
- 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 ...
At least one person said it didn't work even ...
- 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.