This is reasonable. It gives the most control to modders, albeit without any higher-level API (e.g. queueing).
But it's better to have low-level control than a high-level API that is inevitably limited, as modders can construct the high-level API from the low-level features.
And someone will likely ...
Search found 32 matches
- Mon Nov 10, 2025 6:42 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 27
- Views: 1654
- Sun Nov 09, 2025 7:20 pm
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 23
- Views: 1334
Re: Disable quality chances per item in a recipes results
I'm wondering if you could take it a step further, and always have outputs that are of a different quality (relative to the "expected" quality) go into special "different quality" slots. So even in the base game, if a recipe's output is bumped up a quality, it will go into the special ...
- Sun Nov 09, 2025 6:58 pm
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 23
- Views: 1334
Re: Disable quality chances per item in a recipes results
Proposed solution of "ignored_by_quality" being an integer has a fundamental flaw that makes it impossible to add: if a recipe would finish, due to value of this field it coukd happen that X items of better quality and Y items of original quality would be given but they would have to be both ...
- Sun Nov 09, 2025 6:51 am
- Forum: Modding interface requests
- Topic: Heat pipe and power pole connection masks
- Replies: 4
- Views: 269
Re: Heat pipe and power pole connection masks
That was actually why I brought it up now - the devs have outright said they're working towards 2.1 now.protocol_1903 wrote: Sun Nov 09, 2025 12:18 am To be honest a lot of this sounds like breaking changes, i dont see any of it happening before 2.1 (although i love to be proven wrong)
- Sat Nov 08, 2025 9:30 pm
- Forum: Modding interface requests
- Topic: Heat pipe and power pole connection masks
- Replies: 4
- Views: 269
Re: Heat pipe and power pole connection masks
I imagine it would be one global network for each type of connection category, then each entity connects to every network that it is compatible with.
That would be preferable. I just hope that wouldn't be too much work for the devs - I'd rather just have connection masks for non-global surfaces ...
- Tue Nov 04, 2025 5:24 am
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 27
- Views: 1654
Re: A sibling API to play_sound: play_music
How about allowing modders to define custom "playlists" in the prototype stage (procedural music systems, like planets already have), and then at runtime, they can set which playlist to play?
As an inexperienced modder, it doesn't appear clear to me right away how to avoid conflict if a mod ...
- Mon Nov 03, 2025 11:59 pm
- Forum: Modding interface requests
- Topic: Heat pipe and power pole connection masks
- Replies: 4
- Views: 269
Heat pipe and power pole connection masks
This would determine which other heat pipes/power poles a given heat pipe/power pole could connect to.
Would work the same as fluidboxes's connection filters.
Machines would also have a power_connection_mask that determines which power poles they can receive power from.
This would allow for heat ...
Would work the same as fluidboxes's connection filters.
Machines would also have a power_connection_mask that determines which power poles they can receive power from.
This would allow for heat ...
- Mon Nov 03, 2025 11:17 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 43
- Views: 5020
Re: QualityPrototype extended
i know this isnt a bonus or multiplier, but being able to turn off quality on a prototype completely would be a massive help - as due to some runtime scripting stuff, getting quality on some of my mods buildings actually makes them worse :lol:
I am afraid i do not want to be doing that ...
- Mon Nov 03, 2025 10:42 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 27
- Views: 1654
Re: A sibling API to play_sound: play_music
How about allowing modders to define custom "playlists" in the prototype stage (procedural music systems, like planets already have), and then at runtime, they can set which playlist to play?
Something like:
start_playlist(playlist=<playlist_name|default|nil>, where=<global|surface|surface_list ...
Something like:
start_playlist(playlist=<playlist_name|default|nil>, where=<global|surface|surface_list ...
- Thu Oct 09, 2025 5:31 am
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 23
- Views: 1334
Re: Disable quality chances per item in a recipes results
Because i do not want to allow other qualities to be specified. I was already attempting that and it always creates issues near crafting queue which is unable to handle quality. I would have to add a lot of safeguards such recipes never appear in the crafting queue, not even indirectly through ...
- Wed Sep 24, 2025 2:19 am
- Forum: Modding interface requests
- Topic: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
- Replies: 4
- Views: 697
Re: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
+1 Both a minimum and maximum per-machine level for each machine. Something like:
consumption_limits = {min_percent=20, max_percent=nil}
quality_limits = {min_percent=0, max_percent=20}
Where if min_percent / max_percent are nil , they default to w/e the effect's default limits are.
If a limit ...
consumption_limits = {min_percent=20, max_percent=nil}
quality_limits = {min_percent=0, max_percent=20}
Where if min_percent / max_percent are nil , they default to w/e the effect's default limits are.
If a limit ...
- Fri Sep 19, 2025 8:52 pm
- Forum: Resolved Requests
- Topic: How to use research progress product
- Replies: 8
- Views: 1261
Re: How to use research progress product
In other words, the main use for it is as an alternative for researching certain technologies that exactly match it. So it's exactly equivalent to running a lab w/ the exact same science packs, except it can't research techs that take a subset of those packs?
Kind of a pity it's getting removed - I ...
Kind of a pity it's getting removed - I ...
- Mon Sep 15, 2025 12:45 am
- Forum: Modding help
- Topic: How is the Robot Energy Multiplier set?
- Replies: 4
- Views: 515
Re: How is the Robot Energy Multiplier set?
I thought there were some modded planets that had custom multipliers, so I thought I was just missing the way to set it. Ideally, it's something you could set at runtime, so you could have a dynamic energy multiplier for certain planets.
- Mon Sep 15, 2025 12:36 am
- Forum: Modding help
- Topic: How is the Robot Energy Multiplier set?
- Replies: 4
- Views: 515
Re: How is the Robot Energy Multiplier set?
The syntax error is because it's not a valid lua identifier, so it has to be used as a string, like ["robot-energy-multiplier"] = 2.
Doing
is the same as doing
But the former is only valid if "key" is a valid variable name.
Doing
Code: Select all
{
key = value
}
Code: Select all
{
["key"] = value
}
- Sun Sep 14, 2025 9:22 pm
- Forum: Modding help
- Topic: How is the Robot Energy Multiplier set?
- Replies: 4
- Views: 515
How is the Robot Energy Multiplier set?
I have looked through the data- and control-stage docs, and I can't find any kind of surface-property or SpaceLocation member that determines the multiplier for robot energy usage. I even looked through the data.raw, and didn't find anything like this in Aquilo's defintion
I searched for things ...
I searched for things ...
- Fri Sep 12, 2025 7:03 pm
- Forum: Modding interface requests
- Topic: Resource drain tech modifier
- Replies: 4
- Views: 743
Re: Resource drain tech modifier
+1
Communicating this to the player unambiguously might be tricky - if you just say it reduces drain by 10%, they might think 10 levels == 0 drain. You could say it increases lifetime yield by 10%, but that makes it sound just like productivity.
Maybe say it depletes the ore patch 10% slower? So ...
Communicating this to the player unambiguously might be tricky - if you just say it reduces drain by 10%, they might think 10 levels == 0 drain. You could say it increases lifetime yield by 10%, but that makes it sound just like productivity.
Maybe say it depletes the ore patch 10% slower? So ...
- Thu Sep 11, 2025 11:09 pm
- Forum: Resolved Requests
- Topic: How to use research progress product
- Replies: 8
- Views: 1261
Re: How to use research progress product
According to some messages on the Discord, it seems that, if the currently researching technology takes the science pack a research progress product references, it will add progress to that technology upon completion.
It isn't clear what happens if a technology takes multiple science packs - can ...
It isn't clear what happens if a technology takes multiple science packs - can ...
- Thu Sep 11, 2025 8:07 pm
- Forum: Resolved Requests
- Topic: How to use research progress product
- Replies: 8
- Views: 1261
Re: How to use research progress product
+1
I'm kind of puzzled by what it does, too. I've been looking into making a "distributed lab system" - a type of lab where no individual lab needs all the required science packs, as long as all the required science packs are available in the lab system. I'd like to know if this might accomplish ...
I'm kind of puzzled by what it does, too. I've been looking into making a "distributed lab system" - a type of lab where no individual lab needs all the required science packs, as long as all the required science packs are available in the lab system. I'd like to know if this might accomplish ...
- Wed Sep 10, 2025 8:38 am
- Forum: Implemented mod requests
- Topic: Event to detect when a cargo pod is launched
- Replies: 6
- Views: 936
Re: Event to detect when a cargo pod is launched
+1
They raise some good points - if a mod wants to stop cargo pods from even entering a surface, there isn't much they can do beyond a frequent, non-performant scan of all space platforms stopped at a given planet. And there are reasons beyond destroying cargo pods - maybe a mod wants to track some ...
They raise some good points - if a mod wants to stop cargo pods from even entering a surface, there isn't much they can do beyond a frequent, non-performant scan of all space platforms stopped at a given planet. And there are reasons beyond destroying cargo pods - maybe a mod wants to track some ...
- Wed Sep 10, 2025 8:22 am
- Forum: Modding interface requests
- Topic: Plant Harvesting Productivity Modifier
- Replies: 3
- Views: 520
Re: Plant Harvesting Productivity Modifier
+1
It probably would be simplest to add a productivity research for the fruit processing, with no productivity cap on the recipe itself (or an incredibly high limit, like 9001%).
You would end up with even more seeds, but they would always scale with your fruit production. Maybe it would be a bit ...
It probably would be simplest to add a productivity research for the fruit processing, with no productivity cap on the recipe itself (or an incredibly high limit, like 9001%).
You would end up with even more seeds, but they would always scale with your fruit production. Maybe it would be a bit ...