Search found 53 matches

by braxbro
Sun Mar 22, 2026 7:37 pm
Forum: Implemented mod requests
Topic: Expose gravity information at runtime
Replies: 3
Views: 313

Re: Expose gravity information at runtime

For now as a workaround you can rip those values in final-fixes and put it in a ModData object, but I do agree - no reason not to have that exposed as a prototype member in runtime.
by braxbro
Thu Mar 12, 2026 6:21 pm
Forum: Documentation Improvement Requests
Topic: Recursive noise functions crash without erroring
Replies: 5
Views: 401

Re: Recursive noise functions crash without erroring


I'm not sure if it's really worth documenting. In computing terms: infinite recursion is a programmer bug and can happen virtually anywhere. It's up to the programmer to *just don't do that* since there's no other option. Anywhere a mod developer can write recursive functions (the entirety of ...
by braxbro
Thu Mar 12, 2026 4:04 pm
Forum: Documentation Improvement Requests
Topic: Recursive noise functions crash without erroring
Replies: 5
Views: 401

Re: Recursive noise functions crash without erroring

Genhis wrote: Thu Mar 12, 2026 2:05 pm I agree with Rseding, it doesn't seem worth implementing recursion detection logic.
Fair. People could bury the recursion deep. Wonder if you could catch the crash though & handle it that way.

Either way, should probably be documented?
by braxbro
Thu Mar 12, 2026 8:42 am
Forum: Documentation Improvement Requests
Topic: Recursive noise functions crash without erroring
Replies: 5
Views: 401

Recursive noise functions crash without erroring

So, I was testing something to see if I could use recursion or something like it to do summation notation in the noise system because I was curious and it would make the port of ClaustOrephobic easier.

I discovered that if you make a recursive NamedNoiseFunction:
1. The game accepts it as valid if ...
by braxbro
Thu Aug 07, 2025 4:44 pm
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 3437

Re: Linked Energy Sources/Script-Controlled Electric Networks


I see. It’s not “linked to each other” linking, but essentially “electric energy source that uses its own network for power distribution”.


Right - but you control the connections directly.

Hence the second alternate name for the suggestion - 'script-controlled electric networks'. While I'm ...
by braxbro
Thu Aug 07, 2025 1:54 pm
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 3437

Re: Linked Energy Sources/Script-Controlled Electric Networks


I'm still not understanding how it would actually function. When you say "link to an entity" exactly what does that mean? Does it mean "Entity A, with the linked energy source, will extract energy from entity B, the linked-to entity, when entity A needs to consume energy"? Because then what about ...
by braxbro
Thu Aug 07, 2025 4:29 am
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 3437

Re: Linked Energy Sources/Script-Controlled Electric Networks


I don’t understand how this would work. What would it mean when an entity has a “linked energy source”? What doesn’t link to? How does it interact with anything?


I would just say make a new EnergySource type that can explicitly link to other sources, or add the functionality to do it directly ...
by braxbro
Mon Aug 04, 2025 9:38 pm
Forum: Resolved Requests
Topic: Ambiguous associativity of noise operators
Replies: 1
Views: 686

Ambiguous associativity of noise operators

Hello. I'm currently working on the ClaustOrephobic rewrite, and for this I'm writing a noise parser to put noise functions in a different, but still equivalent, format.

However, I've been struggling with some ambiguities in operator associativity, and would greatly appreciate it if the ...
by braxbro
Wed Jul 30, 2025 1:15 am
Forum: Modding interface requests
Topic: Linked Energy Sources/Script-Controlled Electric Networks
Replies: 18
Views: 3437

Re: Linked Energy Sources/Script-Controlled Electric Networks

Bumping this because it’d be very useful
by braxbro
Fri Jul 25, 2025 7:30 pm
Forum: Modding interface requests
Topic: Beacon interface / Beacons without inventory
Replies: 4
Views: 671

Re: Beacon interface / Beacons without inventory


Similar to the Electric Energ Interface, a Beacon Interface would be nice which allows to arbitrarily set the effects runtime without dealing with module items.
Alternatively or in addition, allow machines that are effect receivers to apply effects on them during runtime

For the latter, surface ...
by braxbro
Thu Jul 10, 2025 1:52 pm
Forum: Modding interface requests
Topic: Multi-Channel Surface Effects
Replies: 3
Views: 865

Re: Multi-Channel Surface Effects

Bumping this because it’s still relevant
by braxbro
Wed Jul 09, 2025 2:25 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 51
Views: 8613

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 ...
by braxbro
Thu Jun 26, 2025 5:54 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 51
Views: 8613

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 ...
by braxbro
Thu Jun 26, 2025 5:41 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 51
Views: 8613

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 ...
by braxbro
Sun May 25, 2025 9:31 pm
Forum: Modding discussion
Topic: What does science_pack_drain_multiplier do?
Replies: 13
Views: 3881

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 ...
by braxbro
Wed Mar 05, 2025 1:54 pm
Forum: Modding interface requests
Topic: Make LuaEntity::selection_priority modifiable at runtime
Replies: 2
Views: 597

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 ...
by braxbro
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: 647

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.
by braxbro
Fri Jan 17, 2025 9:11 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Elevated Train Stop
Replies: 6
Views: 1738

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.
by braxbro
Wed Jan 08, 2025 10:26 pm
Forum: Modding interface requests
Topic: Multi-Channel Surface Effects
Replies: 3
Views: 865

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 ...

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