Search found 22 matches
- Mon Sep 22, 2025 10:34 pm
- Forum: Mod portal Discussion
- Topic: Mod upload api is returning an Axios Network Error
- Replies: 7
- Views: 476
Re: Mod upload api is returning an Axios Network Error
I was going to make a comment about how as a user, it's nice when mod packages are smaller in size, with graphics split up so that logic updates don't take so long to download. Then I noticed that it's King Jo we are talking about, and understand the concern :lol:
xd
well tbh this mod is ...
- Mon Sep 22, 2025 8:18 pm
- Forum: Mod portal Discussion
- Topic: Mod upload api is returning an Axios Network Error
- Replies: 7
- Views: 476
Re: Mod upload api is returning an Axios Network Error
Yeah maybe arbitrary was the wrong word. Wanted to say its pointless, not random.
- Mon Sep 22, 2025 4:07 pm
- Forum: Mod portal Discussion
- Topic: Mod upload api is returning an Axios Network Error
- Replies: 7
- Views: 476
Re: Mod upload api is returning an Axios Network Error
Unfortunately uploads to the mod portal must be completed in 30s before a timeout drops the connection.
Hmm that's unfortunate. That would mean 200 MB / 30 sec = 6.66 MB/s = 53.33 Mbit/s would need to be my internet speed but I only have ~20.
Now I don't know what upload speeds people usually ...
- Mon Sep 22, 2025 3:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
- Replies: 5
- Views: 842
Re: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
Oh nice ^^
And sorry for not testing if it's even caused by the additive blend mode ^^
And sorry for not testing if it's even caused by the additive blend mode ^^
- Sun Sep 21, 2025 5:08 pm
- Forum: Mod portal Discussion
- Topic: Mod upload api is returning an Axios Network Error
- Replies: 7
- Views: 476
Mod upload api is returning an Axios Network Error
I tried uploading a 195 MB mod to the portal on 3 different days and on 2 different devices in separate networks with different upload speeds and all ended in the attached error.
Before I tried the first time, I uploaded 3 way smaller mods and it worked fine so I suspect the file size being a problem
Before I tried the first time, I uploaded 3 way smaller mods and it worked fine so I suspect the file size being a problem
- Fri Sep 19, 2025 12:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
- Replies: 5
- Views: 842
Re: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
I've made the test mod now. 4 cars in the unsorted crafting category
shows the not working tinted additive light_animation (black)
shows the working normal additive light_animation (white)
shows the working tinted additive animation (orange)
shows the working normal additive animation (white)
shows the not working tinted additive light_animation (black)
shows the working normal additive light_animation (white)
shows the working tinted additive animation (orange)
shows the working normal additive animation (white)
- Thu Sep 18, 2025 11:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
- Replies: 5
- Views: 842
Re: [2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
Thanks for the report. Can you share your mod for testing and explain why using animation is not a good workaround?
Uhh the mod is Lamborghini Aventador , but it is using a parent mod for entity setup and is also having a different sprite setup now, until this issue (if it is one) is fixed. But ...
- Sat Sep 13, 2025 3:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
- Replies: 5
- Views: 842
[Genhis][2.0.66] apply_runtime_tint breaks light_animation in additive blend mode
TL;DR
runtime tint breaks when using additive blend mode in the light_animation of a car prototype
Long Version:
In the following image one can see the comparison between the same layer definition of a car prototype's light_animation , the only difference beeing the apply_runtime_tint . (For ...
runtime tint breaks when using additive blend mode in the light_animation of a car prototype
Long Version:
In the following image one can see the comparison between the same layer definition of a car prototype's light_animation , the only difference beeing the apply_runtime_tint . (For ...
- Tue Oct 29, 2024 1:35 pm
- Forum: Not a bug
- Topic: [2.0.12] "floor" collision-layer no longer standalone for out-of-map tile
- Replies: 1
- Views: 506
[2.0.12] "floor" collision-layer no longer standalone for out-of-map tile
Before version 2.X there was a collision-layer that only the out-of-map tile had, called "floor-layer". This could be used to have entities only exist on solid ground or water but not outside of the map (I used it for a car mod, the vehicle could drive both on water and solid ground).
However from 2 ...
However from 2 ...
- Wed Oct 23, 2024 2:24 pm
- Forum: Documentation Improvement Requests
- Topic: Explanation for properties of ActivityMatchingModifiers and VehiclePrototype
- Replies: 0
- Views: 316
Explanation for properties of ActivityMatchingModifiers and VehiclePrototype
I would like to request some API Doc explanations on some parameters I am working with but don't quite know what they do
impact_speed_to_volume_ratio and deliver_category of VehiclePrototype
and
multiplier, minimum, maximum, offset and inverted of ActivityMatchingModifiers
impact_speed_to_volume_ratio and deliver_category of VehiclePrototype
and
multiplier, minimum, maximum, offset and inverted of ActivityMatchingModifiers
- Wed Oct 23, 2024 11:42 am
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 29
- Views: 67815
Re: Version 2.0.7
The changelog doesn't say that was removed
Code: Select all
defines.gui_type.research
- Sat Aug 31, 2024 11:52 am
- Forum: Modding interface requests
- Topic: BeamAttackParameter source_offset for more entities
- Replies: 5
- Views: 2755
Re: [1.1.45] source_offset not applied for BeamAttackParameter
On action_delivery, the source_offset only gives final offset to the beam starting point and doesn't rotate with the shooter. This is different behavior compared to laser-turret where the source_offset of the attack_parameter itself provides a rotating offset where it follows the rotation of the ...
- Mon Jun 24, 2024 9:27 am
- Forum: Ideas and Suggestions
- Topic: Tank animation while rotating
- Replies: 6
- Views: 1762
- Sat Jun 22, 2024 9:12 pm
- Forum: Ideas and Suggestions
- Topic: Tank animation while rotating
- Replies: 6
- Views: 1762
Re: Tank animation while rotating
Since the animation while rotating counter clockwise is backwards and while clockwise its forward, yesIlliander42 wrote: Fri Jun 21, 2024 5:36 pm Does it get the track rotations right for turning left vs right?
- Fri Jun 21, 2024 4:17 pm
- Forum: Ideas and Suggestions
- Topic: Tank animation while rotating
- Replies: 6
- Views: 1762
Tank animation while rotating
TL;DR
Vanilla tank should have animated tracks while turning on the spot
What ?
Right now the tank's tracks are not moving when you turn on the spot. But with some simple spritesheet rearrangements and image splitting and remerging done, it can be animated while rotating. I have tried that ...
Vanilla tank should have animated tracks while turning on the spot
What ?
Right now the tank's tracks are not moving when you turn on the spot. But with some simple spritesheet rearrangements and image splitting and remerging done, it can be animated while rotating. I have tried that ...
- Mon Jun 17, 2024 2:54 pm
- Forum: Modding interface requests
- Topic: Speed limit for car prototypes
- Replies: 0
- Views: 568
Speed limit for car prototypes
I would've needed this already years ago when I started adding mod cars XD
But yeah a max speed limit property for car prototypes would really help create more realistic cars. Without them you don't really have control over the max speed unless you play around with mass, consumption, friction and ...
But yeah a max speed limit property for car prototypes would really help create more realistic cars. Without them you don't really have control over the max speed unless you play around with mass, consumption, friction and ...
- Fri Jun 14, 2024 2:02 pm
- Forum: Modding interface requests
- Topic: Support turn_range for artillery type cannons
- Replies: 2
- Views: 695
Support turn_range for artillery type cannons
I would love it and could make use of a turn_range support for artillery type turrets and ~ wagon turrets.
Currently they always have a 360Β° aiming circle regardless of the value that you set in the gun's attack_parameters of the artillery gun.
Now I dunno how the artillery logic is implemented ...
Currently they always have a 360Β° aiming circle regardless of the value that you set in the gun's attack_parameters of the artillery gun.
Now I dunno how the artillery logic is implemented ...
- Fri Oct 15, 2021 5:44 pm
- Forum: Won't fix.
- Topic: [1.1.42] Cars trigger_target_mask is not relevant for turret targeting
- Replies: 3
- Views: 2576
[1.1.42] Cars trigger_target_mask is not relevant for turret targeting
I'm currently making a mod again. I'm trying to make an "ammo-turret" that only aims at "car" s that have a certain trigger_target_mask .
I'm doing this by giving the turret a new TriggerTargetMask {"air-unit"} as attack_target_mask , {"ground-unit"} as ignore_target_mask and giving all cars the ...
I'm doing this by giving the turret a new TriggerTargetMask {"air-unit"} as attack_target_mask , {"ground-unit"} as ignore_target_mask and giving all cars the ...
- Sun Jun 06, 2021 3:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
- Replies: 4
- Views: 4782
Re: [1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
- Sun Jun 06, 2021 9:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
- Replies: 4
- Views: 4782
Re: [1.1.34] Car prototype collision_box width to length ratio prevents exiting of car
I tried to fix it with a custom-input where I would be teleported out of the bunker per script but it seems the game doesn't wanna do that too. I used the script from the cargo ships mod and adapted it to my use. It works on all other car/train prototypes but not my bunker.
function ExitBunker(e ...
function ExitBunker(e ...