Runtime thruster type entity special behaviour
Posted: Tue Jun 09, 2026 4:28 pm
The Thruster type entity is highly controlled by the Space Platform behavior and LuaEntity attribute active is not enough to have full control over the thrusters.
Using active attribute constantly makes it so that it flickers between the two states every tick
The use case for this is that thrusters and space platform states can be uncoupled, so that more control for custom thruster states can be done without touching other things
It could be a prototype feature where runtime script control is enabled (since searching for each thruster on every platform every tick to check if it can be automatically controlled by the game is probably UPS heavy and just for a modding feature would be insane) and a runtime entity Boolean value to override the game state and control the thruster
This override would enable thrusters to do stuff like activate even when platforms are in paused state, or be deactivated when the platform is in state "on-the-path"
Using active attribute constantly makes it so that it flickers between the two states every tick
The use case for this is that thrusters and space platform states can be uncoupled, so that more control for custom thruster states can be done without touching other things
It could be a prototype feature where runtime script control is enabled (since searching for each thruster on every platform every tick to check if it can be automatically controlled by the game is probably UPS heavy and just for a modding feature would be insane) and a runtime entity Boolean value to override the game state and control the thruster
This override would enable thrusters to do stuff like activate even when platforms are in paused state, or be deactivated when the platform is in state "on-the-path"