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Runtime thruster type entity special behaviour

Posted: Tue Jun 09, 2026 4:28 pm
by Radonier-A
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"

Re: Runtime thruster type entity special behaviour

Posted: Mon Jun 22, 2026 4:36 pm
by BraveCaperCat
Radonier-A wrote: 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"
Is it not already possible to control thrusters through the LuaEntity::disabled_by_script property? It doesn't allow control of a specific thrust level, but you don't appear to be asking for that anyway.

Re: Runtime thruster type entity special behaviour

Posted: Fri Jun 26, 2026 4:24 am
by Radonier-A
I would have seemed to make a mistake on the request for runtime control without game interference, I did not notice the disabled_by_script attribute, my bad

The second thing I wanted however, was to force activate even when the game does not want the thruster to be active, like whenever its surrounding a planet.

Anyways thanks for the insight!