Exacltly that worked here with 2.1.17 but I think not 2.1.14 so if it was there before it was reintroduced now.That is not correct. There was a bug that allowed something similar to this in early versions of 2.1 but it has since been fixed.
Search found 56 matches
- Mon Aug 31, 2026 7:29 am
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 73
- Views: 16908
Re: Friday Facts #445 - The Biters Bite Back
- Sun Aug 30, 2026 11:52 am
- Forum: News
- Topic: Friday Facts #445 - The Biters Bite Back
- Replies: 73
- Views: 16908
Re: Friday Facts #445 - The Biters Bite Back
Victoy poling is back and it is 1 pole/pipe per chunk... If you do it on 5 chunk wide rows there is no more expansion in that direction.
Apart from that: I kind of do not like that enemies now expand in all holes. I kind of liked that you could survive on your conquered chunk of land and of lands ...
Apart from that: I kind of do not like that enemies now expand in all holes. I kind of liked that you could survive on your conquered chunk of land and of lands ...
- Wed Aug 05, 2026 10:09 pm
- Forum: Modding interface requests
- Topic: Introduce energy_required
- Replies: 1
- Views: 260
Introduce energy_required
There is a value that is literally called energy_required in the RecipePrototype. And I think it is a very reasonable thing to have.
For some things you want to have no net positive loops especially since there are now loops everywhere since you introduced recycling recipes.
But the energy_required ...
For some things you want to have no net positive loops especially since there are now loops everywhere since you introduced recycling recipes.
But the energy_required ...
- Tue Aug 04, 2026 11:33 am
- Forum: Modding discussion
- Topic: Quality speed modules are also efficiency modules
- Replies: 2
- Views: 358
Re: Quality speed modules are also efficiency modules
Yes. But this kind of defeats kind of the idea that better quality things are better. Even so more speed and more consumption is kind of good enough, since you can offset that with green modules.
- Mon Aug 03, 2026 10:10 pm
- Forum: Modding discussion
- Topic: Quality speed modules are also efficiency modules
- Replies: 2
- Views: 358
Quality speed modules are also efficiency modules
I assumed quality_affects_energy_usage+allow_consumption is kind of a way to prevent energy surplus loops.
But there is a catch: Rare speed module 2 and 3 have higher speed multipliers than energy multipliers. So event without modded modules you can get better efficiency.
In theory you can do that ...
But there is a catch: Rare speed module 2 and 3 have higher speed multipliers than energy multipliers. So event without modded modules you can get better efficiency.
In theory you can do that ...
- Mon Aug 03, 2026 3:11 pm
- Forum: Modding discussion
- Topic: OR dependencies
- Replies: 0
- Views: 186
OR dependencies
Please add the possibility to add dependencies with OR.
For resolving: Testing if a requirement is already resolved is easy. If not: Just ignore everything after the first OR.
Downsides:
= What mods are activated will depend on the order you install them.
> But in a very intuitive way: If people ...
For resolving: Testing if a requirement is already resolved is easy. If not: Just ignore everything after the first OR.
Downsides:
= What mods are activated will depend on the order you install them.
> But in a very intuitive way: If people ...
- Mon Aug 03, 2026 2:32 pm
- Forum: Modding interface requests
- Topic: Recommended dependencies shouldn't be installed/activated on vanilla if they are Space Age mods
- Replies: 1
- Views: 246
Re: Recommended dependencies shouldn't be installed/activated on vanilla if they are Space Age mods
This problem is more general: If
1. mod A requires mod B and
2. B recommends C but
3. C conflicts with A
installing (without even activating) A will result in in an startup error.
This is a horrible user interface! If your game is silently doing something it should never break anything.
1. mod A requires mod B and
2. B recommends C but
3. C conflicts with A
installing (without even activating) A will result in in an startup error.
This is a horrible user interface! If your game is silently doing something it should never break anything.
- Wed Jul 29, 2026 7:47 am
- Forum: Modding help
- Topic: Settings defaults for older versions
- Replies: 3
- Views: 371
Re: Settings defaults for older versions
If I understand it right a check for nil will always fail because the migrations stage is executed after the settings stage that sets the value to 5.
- Mon Jul 27, 2026 4:37 am
- Forum: Modding help
- Topic: Settings defaults for older versions
- Replies: 3
- Views: 371
Settings defaults for older versions
I would like to introduce a cost multiplayer to some of my recipes. I would like to have the default for new installations set 5. But on the other hand: The one that equals the old recipes would be 10.
So I would like to set the value to 10 if the mod is updated from a older version to not break ...
So I would like to set the value to 10 if the mod is updated from a older version to not break ...
- Thu Jun 11, 2026 5:23 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3959
- Views: 2530068
Re: Bugs & FAQ
I think this is there since the early days of the mod: wood-sawing-2 and 3 are just more expensive than the first recipe in every perspective. Alone the grindstone is more expensive in iron plates than the additional amount of sawblades you need for wood-sawing-1 lat alone the horrible long crafting ...
- Mon Jun 08, 2026 4:56 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3959
- Views: 2530068
Re: Bugs & FAQ
Is there a reason why angels-bio-wood-processing-2 requires angels-coal-processing?
Re: Wiki dump
I rather extract the MD from html than dealing with the XML.
CloudFlare is there to keep out unwanted humans. Crawlers that do not execute javasrtipt, do not keep cookies and can change their IP do not tend to have that much of a problem.
But it was kind of the reason why I was asking. If it would ...
CloudFlare is there to keep out unwanted humans. Crawlers that do not execute javasrtipt, do not keep cookies and can change their IP do not tend to have that much of a problem.
But it was kind of the reason why I was asking. If it would ...
Wiki dump
I know that it isn't that easy to do dumps with media wiki. So I ask: Am I allowed to do a dump it with httrack myself? Could do it gently with a few hundred kbit/s. Should I provide dumps so that other crawlers do not need to crawl over it again?
- Mon May 25, 2026 7:39 am
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 3976
Re: Overwrite dependency incompatibility
All of which you could probably reach out to the developers and have a conversation about the incompatibilities instead of straight forking it.
As I mentioned: It is impossible to do for them, since there are no boolean expressions for dependencies.
As I mentioned: It is impossible to do for them ...
As I mentioned: It is impossible to do for them, since there are no boolean expressions for dependencies.
As I mentioned: It is impossible to do for them ...
- Sun May 24, 2026 4:55 pm
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 3976
Re: Overwrite dependency incompatibility
The only case where the proposal might have value is for abandoned mods with restrictive licenses that forbid forks even for the sake of compatibility and redistribution on the mod portal, of which there are very few. Out of the top 50 mods there are literally only 2 mods that allow forks and have ...
- Wed May 20, 2026 9:46 pm
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 3976
Re: Overwrite dependency incompatibility
Ultimately this entire request is purely for multiplayer purposes since in single player anyone can as you've mentioned modify the mods however they want. No. I bet 99% of single player mod users never edited any mod and do not like to learn how to do that. Even if it is only unzipping and editing ...
- Mon May 18, 2026 10:24 am
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 3976
Re: Overwrite dependency incompatibility
When installing or updating a mod off the mod portal it automatically installs the dependencies for that mod using the dependency list the mod provides - recursively. Currently that's it - that's the entire set of logic.
If you want the interface to work, it is a little more complicated.
Here is ...
If you want the interface to work, it is a little more complicated.
Here is ...
- Wed May 13, 2026 5:17 pm
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 3976
Re: Overwrite dependency incompatibility
Exactly where can you 'see that'? inotifywait, your favourite malware scanner or just: Delete the file after the game says: Loading mod.... Won't make a difference.
I dont think anyone but them are qualified to say that. Baseless assumptions like that should not be used to attempt to prove your ...
I dont think anyone but them are qualified to say that. Baseless assumptions like that should not be used to attempt to prove your ...
- Tue May 12, 2026 5:24 am
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 3976
Re: Overwrite dependency incompatibility
if enabling or disabling a given mod Dependency management doesn't work in this case anyway. If you disable a dependency the interface won't complain or mark your dependencies as red until you press commit. So "tries to" is a nice description. Citing the change in a feature that that isn't ...
- Mon May 11, 2026 5:06 am
- Forum: Won't implement
- Topic: Overwrite dependency incompatibility
- Replies: 31
- Views: 3976