Search found 42 matches
- Thu Jul 10, 2025 1:52 pm
- Forum: Modding interface requests
- Topic: Multi-Channel Surface Effects
- Replies: 3
- Views: 428
Re: Multi-Channel Surface Effects
Bumping this because it’s still relevant
- Wed Jul 09, 2025 2:25 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 39
- Views: 3003
Re: QualityPrototype extended
Could we get a quality multiplier for a building’s ModuleReceiver base_effects and the ability to turn off the base speed scaling for said buildings?
A planet mod I have planned relies on some crafting machines’ production speeds lining up with the spoil time of planetary products. This ...
- Thu Jun 26, 2025 5:54 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 39
- Views: 3003
Re: QualityPrototype extended
Could we get a quality multiplier for a building’s ModuleReceiver base_effects and the ability to turn off the base speed scaling for said buildings?
A planet mod I have planned relies on some crafting machines’ production speeds lining up with the spoil time of planetary products. This ...
A planet mod I have planned relies on some crafting machines’ production speeds lining up with the spoil time of planetary products. This ...
- Thu Jun 26, 2025 5:41 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 39
- Views: 3003
Re: QualityPrototype extended
im not sure if you are still looking for suggestions, but while i was mucking about with reactors i thought of one - maximum_temperature_quality_multiplier?
it'd mutlitplicatively increase the amount of heat a specific entity could have at one moment (if a building can hold 1000 degrees and has a ...
- Sun May 25, 2025 9:31 pm
- Forum: Modding discussion
- Topic: What does science_pack_drain_multiplier do?
- Replies: 11
- Views: 1864
Re: What does science_pack_drain_multiplier do?
I looked at quality.lua in the quality mod, and it defines a science_pack_drain_multiplier for each quality level.
Is this what makes quality science packs have more science capacity? One would think so, but then the value for legendary, for example, should be 1/6, rather than 95/100.
Is this an ...
- Wed Mar 05, 2025 1:54 pm
- Forum: Modding interface requests
- Topic: Make LuaEntity::selection_priority modifiable at runtime
- Replies: 2
- Views: 303
Make LuaEntity::selection_priority modifiable at runtime
Currently, the selection priority of an entity is set in the prototype and cannot be changed at runtime. However, with the creation of elevated rails and the inability to interact directly with things underneath said elevated rails, there is now a base-game need for the ability to either ignore ...
- Fri Feb 07, 2025 5:59 pm
- Forum: Modding interface requests
- Topic: Have fluid based reactors heat up to the temperature of the consumed fluid
- Replies: 2
- Views: 354
Re: Have fluid based reactors heat up to the temperature of the consumed fluid
If you put fluids of different temperatures in the same fluid box, they will average. However, I will also note that skipping the steam -> heat step would probably be what 90% of people do in the described situation.
- Fri Jan 17, 2025 9:11 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Elevated Train Stop
- Replies: 6
- Views: 956
Re: [Idea] Elevated Train Stop
Mods don't have the power to do what you requested, and as elevated rails function currently, there's no real point to an elevated train stop.
- Wed Jan 08, 2025 10:26 pm
- Forum: Modding interface requests
- Topic: Multi-Channel Surface Effects
- Replies: 3
- Views: 428
Multi-Channel Surface Effects
2.0 brought us the tremendously useful LuaSurface :: global_effect property, as well as the ability to have effect receivers that receive from or ignore surface module effects.
However, if you're trying to create things like, say, custom weather that affects certain buildings differently, being ...
However, if you're trying to create things like, say, custom weather that affects certain buildings differently, being ...
- Fri Jan 03, 2025 10:41 pm
- Forum: Modding interface requests
- Topic: Linked Energy Sources/Script-Controlled Electric Networks
- Replies: 9
- Views: 1309
Re: Linked Energy Sources/Script-Controlled Electric Networks
...
What if you made a power pole with a connection radius of 0 and a supply area of 1? (or more if that's not enough, it just needs to be able to cover the combined entity)
Entities can connect to multiple electric networks at once, and have no means of prioritizing between the two. This ...
- Fri Jan 03, 2025 9:46 pm
- Forum: Modding interface requests
- Topic: Linked Energy Sources/Script-Controlled Electric Networks
- Replies: 9
- Views: 1309
Re: Linked Energy Sources/Script-Controlled Electric Networks
...
Poles can already be linked. But the OP explicitly explains that poles aren't a solution and why.
Actually, what might help with the OP problem, if not linked energy sources, is electric network categories. Entities from different categories don't connect. It makes the power pole solution ...
- Thu Jan 02, 2025 8:51 pm
- Forum: Modding interface requests
- Topic: Linked Energy Sources/Script-Controlled Electric Networks
- Replies: 9
- Views: 1309
Linked Energy Sources/Script-Controlled Electric Networks
Hi. I wrote a long preamble for why I'd like this, which is in a spoiler block below for brevity.
We've had Linked Belts and Linked Chests for a fair bit. (both were present in 1.1; I don't know how much older than that they are because 1.0 and before were documented on the wiki, and the wiki ...
We've had Linked Belts and Linked Chests for a fair bit. (both were present in 1.1; I don't know how much older than that they are because 1.0 and before were documented on the wiki, and the wiki ...
- Mon Dec 30, 2024 6:48 pm
- Forum: Modding interface requests
- Topic: ItemIngredientPrototype/ItemProductPrototype.quality_offset
- Replies: 3
- Views: 584
Re: ItemIngredientPrototype/ItemProductPrototype.quality_offset
To add onto this: maybe allowing fixed quality, regardless of input quality, to be specified?
So that for example we can have recipes that have always-normal byproducts or the like without needing to use compound entities and fluids for it, or deterministic crafts for improving quality...
So that for example we can have recipes that have always-normal byproducts or the like without needing to use compound entities and fluids for it, or deterministic crafts for improving quality...
- Mon Dec 30, 2024 6:43 pm
- Forum: Modding interface requests
- Topic: [2.0] AutoplaceControl.size
- Replies: 2
- Views: 347
Re: [2.0] AutoplaceControl.size
Wouldn't you want the frequency to be disable-able then? Not the size?
- Mon Dec 23, 2024 12:16 am
- Forum: Won't implement
- Topic: Direction information of the player cursor
- Replies: 9
- Views: 2570
Re: Direction information of the player cursor
I also have a use for this. If you alter what's in the cursor in the on_pre_built event then what gets built will be altered, but I cannot control the direction. Right now I think I can work around it by putting a place holder simple entity item in the cursor then destroy the resulting entity in ...
- Sun Dec 22, 2024 2:52 am
- Forum: Modding interface requests
- Topic: [SA] More flexible thruster API
- Replies: 4
- Views: 692
Re: [SA] More flexible thruster API
Failing this, compound entities can do a lot for what you want. Assemblers can take ingredients and spit out fluids. Fluid boxes can now be directly linked, which makes things look even more seamless.
For your example, you could make an assembler turn nuclear cells into a dummy fluid that gets ...
For your example, you could make an assembler turn nuclear cells into a dummy fluid that gets ...
- Sat Dec 21, 2024 5:40 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] fluoroketone heat exchangers
- Replies: 1
- Views: 740
Re: [Idea] fluoroketone heat exchangers
It’d need to be a compound entity of a fixed-recipe assembling machine and a reactor. Assembler takes hot fluoroketone and makes cold + a dummy fluid for energy; the dummy fluid gets dumped into the reactor entity to generate heat and the cold fluoroketone gets output out as you’d expect.
- Tue Dec 17, 2024 5:06 pm
- Forum: Minor issues
- Topic: [2.0.23] Platform tiles can be built underneath thrusters if sufficiently far
- Replies: 14
- Views: 2927
Re: [2.0.23] Platform tiles can be built underneath thrusters if sufficiently far
As far as I know it is intended that you can not build tiles or anything behind engines. But as you’ve found setting the exclusion range to a huge value has massive performance issues and no other solution has been found so far.
Couldn't you just keep a map of {x: y} data to say "at this X ...
- Thu Dec 05, 2024 4:12 am
- Forum: Ideas and Suggestions
- Topic: Negative quality bonus on craft
- Replies: 9
- Views: 2203
Re: Negative quality bonus on craft
I think bringing back the generic quality recipe would be better for "down quality" items. But from what I have heard it was removed to a exploit (no clue what exploit)
IIRC the exploit was using quality modules on a mixed quality recipe, only one of the ingredients was of epic quality, and ...
- Wed Dec 04, 2024 12:58 pm
- Forum: Modding interface requests
- Topic: [LUA REQUEST] Dynamically adjustable reactor/burner
- Replies: 8
- Views: 1368
Re: [LUA REQUEST] Dynamically adjustable reactor/burner
I think that it might be easier to completely abandon the second reactor and just do the all power conversions directly in the LUA.
Actually, if thermal energy generation would be done to 100% in the LUA, then we can probably abuse a crafting machine? Let's say there is a recipe converting ...