Search found 669 matches

by curiosity
Tue Aug 12, 2025 12:18 am
Forum: Modding interface requests
Topic: Allow spoil_result to spoil into multiple weighted items
Replies: 15
Views: 1365

Re: Allow spoil_result to spoil into multiple weighted items


Code wise this would be fairly simple to do. Tooltip wise I have zero idea how it would be shown.

I recall raiguard(?) had a WIP implementation of weighted recipe products. See how he's done it?

A simple suggestion, which I think is clean and clear

That's not great, because the weight is ...
by curiosity
Wed Jul 30, 2025 2:24 am
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 1941

Re: Linked Energy Sources/Script-Controlled Electric Networks

Rseding91 wrote: Wed Jul 30, 2025 1:37 am I don’t understand how this would work. What would it mean when an entity has a “linked energy source”? What doesn’t link to? How does it interact with anything?
I'm guessing linked electric sources and sinks. You have only yourselves to blame for this confusing terminology.
by curiosity
Sat Jul 19, 2025 8:03 am
Forum: Implemented mod requests
Topic: Agriculture Tower On Events
Replies: 3
Views: 316

Re: Agriculture Tower On Events

Events would be nice, but it sounds like you are skirting around asking for quality on plants instead of asking directly.
by curiosity
Tue Jul 15, 2025 7:30 pm
Forum: Modding interface requests
Topic: Add ability to know max consumption for fusion-reactor (fusion fuel section)
Replies: 4
Views: 486

Re: Add ability to know max consumption for fusion-reactor (fusion fuel section)

Helfima wrote: Tue Jul 15, 2025 2:37 pm this can be move in "Already exists" section
You mean "Implemented mod requests", since this request predates 2.0.56.
by curiosity
Mon Jul 14, 2025 7:57 am
Forum: Modding interface requests
Topic: Cross-surface teleport support for other entities
Replies: 2
Views: 240

Re: Cross-surface teleport support for other entities


Cross surface teleport is riddled with issues on the C++ side as the game needs to invalidate all references to the entity - but not destroy configuration data - and then restore the entity on the other surface. This makes it extremely tedious to implement because it can't be done generically ...
by curiosity
Sun Jun 22, 2025 12:25 pm
Forum: Implemented mod requests
Topic: Importing any basic data from protoype stage to runtime
Replies: 9
Views: 762

Re: Importing any basic data from protoype stage to runtime

I agree. You can already enforce specific playstyles by checking in runtime stage (as, for example, Space Exploration does), so it won't make things worse. But validation makes more sense during game startup, along with the similar native checks.
by curiosity
Sat Jun 21, 2025 4:26 am
Forum: Modding interface requests
Topic: input_action for /open
Replies: 1
Views: 222

Re: input_action for /open

At this rate you are just better off making a custom command with a custom permission exclusively for banning.
by curiosity
Thu Jun 19, 2025 3:49 pm
Forum: Resolved Requests
Topic: QualityPrototype::range_multiplier name unclear
Replies: 1
Views: 173

QualityPrototype::range_multiplier name unclear

There are multiple properties in the API called "range". This needs a description for what it affects.
by curiosity
Wed Jun 18, 2025 10:38 am
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 40
Views: 3556

Re: QualityPrototype extended

Ideally, each quality version of the affected prototypes should be adjustable separately. The above idea of supporting expressions would be a good start.

range_multiplier

Range of what? Artillery turret? Regular turret? Radar? Rail support? Agricultural tower? Lightning attractor? Capsule? Ammo ...
by curiosity
Tue Jun 10, 2025 8:03 am
Forum: Modding interface requests
Topic: Alternative to build_from_cursor with same non-cursor-related features
Replies: 8
Views: 940

Re: Alternative to build_from_cursor with same non-cursor-related features

create_entity already has most of those, if not all. The only things it doesn't do are automagically use the player's cursor's direction (which you can get) and (IIRC) decrement item count in the stack.
by curiosity
Wed Jun 04, 2025 7:18 am
Forum: Modding interface requests
Topic: BeaconPrototype.profile but for modules
Replies: 5
Views: 880

Re: BeaconPrototype.profile but for modules

Oh, so every entity's module profile is limited to its own modules? Beacons don't affect it?
by curiosity
Wed Jun 04, 2025 7:16 am
Forum: Implemented mod requests
Topic: input_action for /cheat
Replies: 10
Views: 991

Re: input_action for /cheat

There are permissions for editor, though.
by curiosity
Wed Jun 04, 2025 12:18 am
Forum: Modding interface requests
Topic: BeaconPrototype.profile but for modules
Replies: 5
Views: 880

Re: BeaconPrototype.profile but for modules

And what of the modules in beacons? Do they count? Does the count get multiplied by the beacon's effect multiplier, resulting in a fractional number? How are you going to define a profile then?
by curiosity
Wed Jun 04, 2025 12:06 am
Forum: Implemented mod requests
Topic: input_action for /cheat
Replies: 10
Views: 991

Re: input_action for /cheat

Oh, right. I always forget that the cheat command also researches all technologies. Then a permission (or some way) to control it is vital.
by curiosity
Tue Jun 03, 2025 8:07 pm
Forum: Implemented mod requests
Topic: input_action for /cheat
Replies: 10
Views: 991

Re: input_action for /cheat

Irrelevant to the request, but if they can't be trusted with not cheating, then surely they can't be trusted with not abusing ban powers.
by curiosity
Fri May 30, 2025 2:03 pm
Forum: Modding interface requests
Topic: Regarding disabled prerequisites still blocking
Replies: 2
Views: 454

Re: Prerequisites no longer blocking when disabled

I assume you mean when visible_when_disabled is set to false. Surely it's valid to want to deliberately block a part of tech tree (e.g. for mutually exclusive branches).

Ideally, this should be its own separate property altogether, required_when_disabled.

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