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 ...
Search found 101 matches
- Sat Sep 06, 2025 11:13 am
- Forum: Modding interface requests
- Topic: No-holes functionality for custom tiles
- Replies: 0
- Views: 183
- 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 ...
- 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 ...
- 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!
- 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 ...
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 ...
- 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 ...
- 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.
- 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 ...
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 ...
- 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
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- Sat Jan 04, 2025 9:50 pm
- Forum: Modding interface requests
- Topic: Support order in autoplace for tiles
- Replies: 2
- Views: 472
Re: Support order in autoplace for tiles
Fair enough
- 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 ...
- 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 ...
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 ...
- 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
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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.