Search found 53 matches
- 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.
- 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 ...
- 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
Fair. People could bury the recursion deep. Wonder if you could catch the crash though & handle it that way.Genhis wrote: Thu Mar 12, 2026 2:05 pm I agree with Rseding, it doesn't seem worth implementing recursion detection logic.
Either way, should probably be documented?
- 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 ...
I discovered that if you make a recursive NamedNoiseFunction:
1. The game accepts it as valid if ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
However, I've been struggling with some ambiguities in operator associativity, and would greatly appreciate it if the ...
- 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
- Wed Jul 30, 2025 1:14 am
- Forum: Modding interface requests
- Topic: [Space Age] Quality Recipes
- Replies: 10
- Views: 2929
- 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 ...
- 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
- 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 ...
- 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 ...
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: 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 ...
- 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 ...
- 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 ...
- 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.
- 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.
- 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 ...
However, if you're trying to create things like, say, custom weather that affects certain buildings differently, being ...