Search found 42 matches

by braxbro
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
by braxbro
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 ...
by braxbro
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 ...
by braxbro
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 ...
by braxbro
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 ...
by braxbro
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 ...
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: 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.
by braxbro
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.
by braxbro
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 ...
by braxbro
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 ...
by braxbro
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 ...
by braxbro
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 ...
by braxbro
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...
by braxbro
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?
by braxbro
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 ...
by braxbro
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 ...
by braxbro
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.
by braxbro
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 ...
by braxbro
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 ...
by braxbro
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 ...

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