Search found 101 matches

by DeadMG
Sat Sep 06, 2025 11:13 am
Forum: Modding interface requests
Topic: No-holes functionality for custom tiles
Replies: 0
Views: 183

No-holes functionality for custom tiles

I've been adding some custom tiles and one thing that would be nice is support for the no-holes feature that space platforms have.

In terms of how this would work APi wise, it can probably be supported as a generalisation of the current logic for space platforms. The modder specifies an entity ...
by DeadMG
Tue Aug 26, 2025 1:15 pm
Forum: Modding interface requests
Topic: Add LuaEntity::pollute
Replies: 3
Views: 339

Add LuaEntity::pollute

Currently, you can add pollution to a surface, but this doesn't trigger attacks in the normal way. The modder can work around this with manually issuing attack commands, but this has a few drawbacks, like it's almost impossible to know what radius to set or how many biters to select to mirror ...
by DeadMG
Tue Aug 26, 2025 1:04 pm
Forum: Documentation Improvement Requests
Topic: [2.0.60] Pollution triggered with surface.pollute doesn't trigger attacks
Replies: 2
Views: 481

Re: [2.0.60] Pollution triggered with surface.pollute doesn't trigger attacks

I've been experimenting with this and it seems like if you spawn a "bait" entity with e.g. 1 pollution/min and script pollution on top, this doesn't trigger attacks, but spawning one which is all the pollution/min triggers them easily, although they sometimes still exhibit weird behaviour like ...
by DeadMG
Tue Aug 26, 2025 6:56 am
Forum: Minor issues
Topic: [2.0.60] Game freezes when teleporting player to non colliding position
Replies: 6
Views: 560

Re: [2.0.60] Game freezes when teleporting player to non colliding position

I'm dumb as bricks, the documentation explicitly calls out this case and I just brainfarted reading it. My apologies!
by DeadMG
Mon Aug 25, 2025 7:27 pm
Forum: Documentation Improvement Requests
Topic: [2.0.60] Pollution triggered with surface.pollute doesn't trigger attacks
Replies: 2
Views: 481

[2.0.60] Pollution triggered with surface.pollute doesn't trigger attacks

What did you do?
I spawned a ConstantCombinatorPrototype entity with player-creation flag. I subsequently spawned a lot of pollution using surface.pollute.

What happened?
The biters spawn attack groups, but don't attack. The attack groups just keep growing.

What did you expect to happen instead ...
by DeadMG
Mon Aug 25, 2025 6:36 pm
Forum: Minor issues
Topic: [2.0.60] Game freezes when teleporting player to non colliding position
Replies: 6
Views: 560

Re: [2.0.60] Game freezes when teleporting player to non colliding position

0, which is an infinite search in theory, but in this case, the player is warping into the starting area of a default settings Nauvis, so there should be a ton of empty space immediately available in practice, and after generating the chunk, there is. I'd guess that the search neither generates ...
by DeadMG
Mon Aug 25, 2025 6:10 pm
Forum: Minor issues
Topic: [2.0.60] Game freezes when teleporting player to non colliding position
Replies: 6
Views: 560

Re: [2.0.60] Game freezes when teleporting player to non colliding position

Seems to occur when the destination surface has no chunks. Generating a chunk ahead of time seems to resolve the issue.
by DeadMG
Mon Aug 25, 2025 5:48 pm
Forum: Minor issues
Topic: [2.0.60] Game freezes when teleporting player to non colliding position
Replies: 6
Views: 560

[2.0.60] Game freezes when teleporting player to non colliding position

What did you do?
I'm making a Warptorio-style mod where the player can teleport between surfaces. I've used surface.find_non_colliding_position to decide where to place the player and using player.teleport to teleport them there.

What happened?
The game freezes.

What did you expect to happen ...
by DeadMG
Thu Aug 21, 2025 8:40 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Spoilage doesn't move to output slot, deadlocking biochamber (if cloned?)
Replies: 3
Views: 935

Re: [2.0.60] Spoilage doesn't move to output slot, deadlocking biochamber (if cloned?)

Thanks very much, it's simple enough to fix them manually when you notice it's broken
by DeadMG
Thu Aug 21, 2025 10:18 am
Forum: Resolved Problems and Bugs
Topic: [2.0.60] Spoilage doesn't move to output slot, deadlocking biochamber (if cloned?)
Replies: 3
Views: 935

[2.0.60] Spoilage doesn't move to output slot, deadlocking biochamber (if cloned?)

What did you do?
I'm using direct insertion for ingredients and a spoilage/nutrients belt around the outside. I've set up a spoilage filtered output inserter to remove spoilage on to this belt.
In case it's relevant, I'm playing Warptorio and I've placed some biochambers on the ground floor. These ...
by DeadMG
Sun Feb 16, 2025 5:19 pm
Forum: Ideas and Suggestions
Topic: Add acceleration to mech suit by default
Replies: 1
Views: 278

Add acceleration to mech suit by default

TL;DR
The mech suit should have a more physical handling with acceleration, rather than flat movement.

What?
The mech suit should start out moving slower, then accelerate quickly over time of use.

Why?
Using the mech suit with an inventory full of legendary legs to move fast is funny, but ...
by DeadMG
Sun Jan 12, 2025 11:17 am
Forum: Balancing
Topic: 1x1 containers have never been so inadequate as they are now
Replies: 16
Views: 2863

Re: 1x1 containers have never been so inadequate as they are now

Tentatively I'm going to say that they are simply not really needed. For quality, use robots; they can handle it far superior to any belt solution. Linked chests are much superior for train balancing. Large containers are, at best, a pretty minor convenience.
by DeadMG
Mon Dec 23, 2024 11:21 am
Forum: Modding interface requests
Topic: Support order in autoplace for tiles
Replies: 2
Views: 472

Support order in autoplace for tiles

Hey guys, currently I'm looking at making a mod where the player spawns with a few tiles, kinda like a Seablock-esque thing. The problem I'm encountering is that there's no way to make the starter tiles minable. This seems to be because the autoplace expression can only autoplace the top tile, not ...
by DeadMG
Tue Dec 10, 2024 4:10 pm
Forum: Ideas and Suggestions
Topic: Add more postgame research
Replies: 0
Views: 395

Add more postgame research

TL;DR
Add some researches with Prometheum science that are fun and motivate players to play longer

What?
Add a "post-game" progression that gives players more of a reward for sticking it out in the endgame. Mechanics, items, or other that are hard to get and make the game a bit different to ...
by DeadMG
Sat Dec 07, 2024 3:29 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 7
Views: 1512

Re: Setting Parent Body for a SpaceLocation

I'd also like more control of the starmap, particularly it would be nice if it could be modified dynamically. I'm thinking of making a mod where certain events may re-arrange the starmap or block some locations
by DeadMG
Thu Dec 05, 2024 12:55 pm
Forum: Ideas and Suggestions
Topic: Add an alert for blocked undergrounds
Replies: 8
Views: 1230

Re: Add an alert for blocked undergrounds


How would this distinguish from an underground that was placed too wide, or just a solo underground without a partner? Is this specifically only if they are blocked by lava? I feel like the display tips, and inability to create an underground by dragging already do a pretty good job of guarding ...
by DeadMG
Thu Dec 05, 2024 9:54 am
Forum: General discussion
Topic: Looking At Achievement Percentages...
Replies: 19
Views: 4366

Re: Looking At Achievement Percentages...


Perhaps I am naive about something coming up, but what mod is required to complete the game? Historically I don't use any mods until I have finished the vanilla game, and that is the case thus far.


None of them are required, but many of them make the game way more fun. I'm not the only one who ...
by DeadMG
Sun Dec 01, 2024 9:53 pm
Forum: Ideas and Suggestions
Topic: Add an alert for blocked undergrounds
Replies: 8
Views: 1230

Add an alert for blocked undergrounds

TL;DR
When an underground pipe/belt is blocked because of lava/space/etc, display an alert, either locally or globally or both.

Why?
Currently it's easy to accidentally block your undergrounds. This can occur because the blueprint construction is only blocked if the actual tiles are blocked ...
by DeadMG
Sat Nov 30, 2024 11:26 pm
Forum: Gameplay Help
Topic: Jumpstarting Aquilo
Replies: 2
Views: 4954

Re: Jumpstarting Aquilo

100 solar panels and an eff module chemical plant melting ice you find in the rocks (or send down from orbit). I also used a nuclear reactor for kickstart; you can use a heating tower with pre-positioned fuel but the nuclear reactor seems so much better.

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