Search found 19 matches
- Tue Sep 23, 2025 7:01 pm
- Forum: Resolved Requests
- Topic: Make CarPrototype implement radar_range
- Replies: 5
- Views: 347
Re: Make CarPrototype implement radar_range
...I may be stupid.
- Tue Sep 23, 2025 6:56 pm
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 7
- Views: 530
Re: Module slots for Agricultural Towers
Productivity would allow the agricultural tower to produce more plants per operation
Speed would allow the agricultural tower to produce plants faster
Quality would make the agricultural tower produce higher quality plants
Why wouldn't any of these work?
Because code-wise, none of those things ...
- Mon Sep 22, 2025 3:49 pm
- Forum: Resolved Requests
- Topic: Make CarPrototype implement radar_range
- Replies: 5
- Views: 347
Re: Make CarPrototype implement radar_range
I see. In that case, please add to the documentation that this field and radar_range have the same effect.
- Sun Sep 21, 2025 2:32 pm
- Forum: Resolved Requests
- Topic: Make CarPrototype implement radar_range
- Replies: 5
- Views: 347
Make CarPrototype implement radar_range
Spider units can optionally have a built-in radar range, but cars and tanks cannot. Please allow non-spider units to have a radar. If possible, allowing this for trains would also be nice.
- Fri Sep 19, 2025 8:45 pm
- Forum: Resolved Requests
- Topic: Fix description of beacon_module_slots_bonus
- Replies: 3
- Views: 178
Re: Fix description of beacon_module_slots_bonus
You made me recheck, and it's not a mistake in QualityPrototype, it's a mistake in LabPrototype. It says beacon_module_slots_bonus when it should say lab_module_slots_bonus.
- Fri Sep 19, 2025 7:49 pm
- Forum: Resolved Requests
- Topic: How to use research progress product
- Replies: 6
- Views: 873
Re: How to use research progress product
This is the kind of thing that can only be solved through experimentation. I'm going to test this myself and see what happens.
- Fri Sep 19, 2025 7:19 pm
- Forum: Resolved Requests
- Topic: Fix description of beacon_module_slots_bonus
- Replies: 3
- Views: 178
Fix description of beacon_module_slots_bonus
The docs read as follows: "Only affects beacons with BeaconPrototype::quality_affects_module_slots set." Beacons, crafting machines, labs, and mining drills can all use this setting.
- Thu Sep 18, 2025 1:27 am
- Forum: Modding interface requests
- Topic: Make FluidPrototype implement fuel_category
- Replies: 2
- Views: 279
Make FluidPrototype implement fuel_category
A few recent changes made it so the fuel_value field on fluids is more supported, such as allowing fusion-generator to use it. However, this causes problems with any machine that allows any fluid, such as the K2 gas power generators.
Adding a fuel category to fluids, defaulting to "default" to not ...
Adding a fuel category to fluids, defaulting to "default" to not ...
- Thu Sep 18, 2025 1:23 am
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 7
- Views: 530
Re: Module slots for Agricultural Towers
Aside from efficiency modules, no module type would have any effect on agricultural towers. They don't actually produce anything, they just automatically harvest plants.
- Sat Sep 13, 2025 2:50 pm
- Forum: Modding interface requests
- Topic: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
- Replies: 4
- Views: 525
Adjustable cap for efficiency module power use reduction
This was requested previously: viewtopic.php?p=675047 [Moderator note: Merged threads]
Currently, the effects of efficiency modules cannot reduce the power usage of a building below 20% of base. I'd like this limit to be adjustable, either globally or per prototype.
Currently, the effects of efficiency modules cannot reduce the power usage of a building below 20% of base. I'd like this limit to be adjustable, either globally or per prototype.
- Fri Sep 12, 2025 6:08 pm
- Forum: Implemented mod requests
- Topic: Request: Hide fluid burning generator temperatures
- Replies: 5
- Views: 623
Re: Request: Hide fluid burning generator temperatures
An addendum: now that fusiongenerator will implement burns_fluid, please make this change for that too.
- Thu Sep 11, 2025 3:09 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 621
Re: Make FusionGeneratorPrototype implement burns_fluid
I can easily imagine that being useful - allowing multiple tiers of generator the same way there's multiple lightning attractors, or having a more effective generator that outputs an awkward byproduct.Bilka wrote: Wed Sep 10, 2025 11:47 am I've added FusionGeneratorPrototype::effectivity for 2.0.67 just in case it's useful.
- Wed Sep 10, 2025 12:42 am
- Forum: Pending
- Topic: [2.0.66] Negative beacon profile causes UI errors
- Replies: 1
- Views: 340
[2.0.66] Negative beacon profile causes UI errors
I wanted to see if a negative beacon profile (that is, setting profile = { -1 }) would cause a reduction in effect, misunderstanding how the transmission effectiveness worked. Instead, I get this funny UI error attached, and the beacons applied the reverse of the module effects.
Now, I really like ...
Now, I really like ...
- Tue Sep 09, 2025 6:52 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 621
Re: Make FusionGeneratorPrototype implement burns_fluid
Ah, I thought ElectricEnergySourcePrototype had effectivity (i get the two names mixed up). Apparently it's only a property of burner and fluid energy sources. I believe that lever would allow you to do what you specified above.
It wouldn't, sadly - as far as I know, there's no way for an ...
- Tue Sep 09, 2025 5:09 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 621
Re: Make FusionGeneratorPrototype implement burns_fluid
Clarify what you mean? ElectricEnergySourcePrototype has no efficiency value.protocol_1903 wrote: Tue Sep 09, 2025 4:19 pm Does changing the efficiency of the energy source work for that?
- Tue Sep 09, 2025 1:46 pm
- Forum: Modding interface requests
- Topic: Allow LightningAttractorPrototype to support negative efficiency
- Replies: 9
- Views: 712
Re: Allow LightningAttractorPrototype to support negative efficiency
Throwing my two cents in for a more concrete implementation idea:
If efficiency is negative, strikes will drain from the buffer instead of filling it.
A new field, minimum_buffer_content (value: float), is mandatory if efficiency is < 0. At runtime, if the current buffer energy is below this ...
If efficiency is negative, strikes will drain from the buffer instead of filling it.
A new field, minimum_buffer_content (value: float), is mandatory if efficiency is < 0. At runtime, if the current buffer energy is below this ...
- Tue Sep 09, 2025 12:58 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 621
Make FusionGeneratorPrototype implement burns_fluid
I'm making a mod for redox flow batteries - where an electrolyte fluid is energized to store power - and I keep running into the issue that heat capacity is the only way to reliably hold the energy content of a fluid.
The only prototype in the game that consumes fluid, generates power, and outputs ...
The only prototype in the game that consumes fluid, generates power, and outputs ...
- Mon Sep 08, 2025 10:59 pm
- Forum: Not a bug
- Topic: [2.0.66] Adding nonexistent fluid to recipe shows error of quality mod
- Replies: 5
- Views: 414
[2.0.66] Adding nonexistent fluid to recipe shows error of quality mod
I isolated the reproduction steps to the bare minimum:
1. Create a new mod, with Quality and Base as the only dependencies.
2. In your data.lua, add the following code:
data.raw.recipe["repair-pack"].ingredients = {
{ type = "fluid", name = "does-not-exist", amount = 1, }
}
This gives the error ...
1. Create a new mod, with Quality and Base as the only dependencies.
2. In your data.lua, add the following code:
data.raw.recipe["repair-pack"].ingredients = {
{ type = "fluid", name = "does-not-exist", amount = 1, }
}
This gives the error ...
- Tue Feb 04, 2025 7:40 pm
- Forum: Duplicates
- Topic: Viewing multiplayer ping while in spidertron equipment grid partially locks menu
- Replies: 1
- Views: 262
Viewing multiplayer ping while in spidertron equipment grid partially locks menu
This happened while playing LAN multiplayer. Steps to reproduce:
1. Remotely open spidertron equipment grid (I was on another planet)
2. Have other player ping a location (also on another planet)
3. With grid still open, click on ping
This seemed to open the remote view menu twice - I was unable ...
1. Remotely open spidertron equipment grid (I was on another planet)
2. Have other player ping a location (also on another planet)
3. With grid still open, click on ping
This seemed to open the remote view menu twice - I was unable ...