Search found 669 matches
- 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 ...
- 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
I'm guessing linked electric sources and sinks. You have only yourselves to blame for this confusing terminology.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?
- Wed Jul 23, 2025 2:49 pm
- Forum: Modding interface requests
- Topic: A way to get entity status diode color
- Replies: 1
- Views: 126
- 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.
- 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)
You mean "Implemented mod requests", since this request predates 2.0.56.
- 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 ...
- Thu Jul 10, 2025 7:06 pm
- Forum: Modding interface requests
- Topic: Multi-Channel Surface Effects
- Replies: 3
- Views: 472
- Sun Jun 22, 2025 7:58 pm
- Forum: Modding interface requests
- Topic: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
- Replies: 1
- Views: 228
Re: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
And don't forget about pollution, which is also capped at 20%.
- 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.
- Sat Jun 21, 2025 3:34 pm
- Forum: Implemented mod requests
- Topic: Importing any basic data from protoype stage to runtime
- Replies: 9
- Views: 762
- 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.
- 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.
- 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 ...
range_multiplier
Range of what? Artillery turret? Regular turret? Radar? Rail support? Agricultural tower? Lightning attractor? Capsule? Ammo ...
- 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.
- 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?
- 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.
- 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?
- 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.
- 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.
- 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.
Ideally, this should be its own separate property altogether, required_when_disabled.