+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 ...
Search found 22 matches
- 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: 513
- Fri Sep 19, 2025 8:52 pm
- Forum: Resolved Requests
- Topic: How to use research progress product
- Replies: 6
- Views: 862
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: 343
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: 343
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: 343
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: 597
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: 6
- Views: 862
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: 6
- Views: 862
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: 824
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: 439
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 ...
- Wed Sep 10, 2025 7:56 am
- Forum: Modding interface requests
- Topic: Better control over what nests/worms are built on expansion
- Replies: 0
- Views: 212
Better control over what nests/worms are built on expansion
I am requesting finer-grained/more intuitive control over what structures are built upon expansion, as was recommended in How to control what bases/worms are placed on base expansion? .
Requests:
#1
At minimum, I would like an expansionWeight in EnemySpawnerPrototype and TurretPrototype that ...
Requests:
#1
At minimum, I would like an expansionWeight in EnemySpawnerPrototype and TurretPrototype that ...
- Wed Sep 10, 2025 6:01 am
- Forum: Modding help
- Topic: How to control what bases/worms are placed on base expansion?
- Replies: 3
- Views: 398
Re: How to control what bases/worms are placed on base expansion?
Okay, I'll make an interface request.
W/ the collision mask - is it used to cull the list of valid spawners before it even attempts to place one (e.g. filter(spawnerPrototypes, doesntCollide) ), or does it pick one to attempt to place, then check? W/ the second option, I'm wondering if it would ...
W/ the collision mask - is it used to cull the list of valid spawners before it even attempts to place one (e.g. filter(spawnerPrototypes, doesntCollide) ), or does it pick one to attempt to place, then check? W/ the second option, I'm wondering if it would ...
- Mon Sep 08, 2025 8:04 pm
- Forum: Ideas and Suggestions
- Topic: Turret range is barely visible when building new one
- Replies: 3
- Views: 478
Re: Turret range is barely visible when building new one
+1
Some kind of contrasting lines around the edges of the range of the turret you're placing would be great.
Some kind of contrasting lines around the edges of the range of the turret you're placing would be great.
- Mon Sep 08, 2025 7:55 pm
- Forum: Modding interface requests
- Topic: Allow LightningAttractorPrototype to support negative efficiency
- Replies: 9
- Views: 706
Re: Allow LightningAttractorPrototype to support negative efficiency
+1
Damaging/destroying the collector seems reasonable - if the collector is destroyed, it would then stop protecting the area it's supposed, as a natural consequence. So protecting the area would consume energy, or entity health if there is no energy.
Damage could just be whatever the lightning ...
Damaging/destroying the collector seems reasonable - if the collector is destroyed, it would then stop protecting the area it's supposed, as a natural consequence. So protecting the area would consume energy, or entity health if there is no energy.
Damage could just be whatever the lightning ...
- Mon Sep 08, 2025 2:37 am
- Forum: Modding help
- Topic: How to control what bases/worms are placed on base expansion?
- Replies: 3
- Views: 398
How to control what bases/worms are placed on base expansion?
Is there any way to control/influence exactly what nests or worms are placed when enemies expand, without writing your own placement logic in control.lua? I know you can set the evolution % requirement ( build_base_evolution_requirement ), but can you set specific weights for particular nests, or ...
- Thu Aug 28, 2025 12:59 am
- Forum: Modding interface requests
- Topic: LuaFlowStatistic for Recipes
- Replies: 2
- Views: 221
Re: LuaFlowStatistic for Recipes
Huh. I'm so used to the production graphs being in the game, I've never really thought of them as having a significant cost.
Would just keeping the total batches produced (i.e. not keeping the history or anything else) per recipe/force/surface be manageable, or would even that add too much overhead ...
Would just keeping the total batches produced (i.e. not keeping the history or anything else) per recipe/force/surface be manageable, or would even that add too much overhead ...
- Wed Aug 27, 2025 6:09 pm
- Forum: Modding interface requests
- Topic: LuaFlowStatistic for Recipes
- Replies: 2
- Views: 221
LuaFlowStatistic for Recipes
Idea
Per the title, the game would track statistics for each recipe. This could also be displayed in the game, or kept internal. Specifically, this would track n_batches_produced for each recipe, which would be how many output batches have been produced for a given recipe. So it would include ...
Per the title, the game would track statistics for each recipe. This could also be displayed in the game, or kept internal. Specifically, this would track n_batches_produced for each recipe, which would be how many output batches have been produced for a given recipe. So it would include ...
- Wed Aug 27, 2025 5:32 pm
- Forum: Modding interface requests
- Topic: Mod Settings: Sectioning
- Replies: 5
- Views: 675
Re: Mod Settings: Sectioning
+1
I would also like this. I've been working on a combat-oriented mod that adds a variety of biter types, and I would like to keep them in one mod, with the user enabling/disabling biter types in the settings. But if I also want biter-specific settings (e.g. health, # tiers, special behaviors ...
I would also like this. I've been working on a combat-oriented mod that adds a variety of biter types, and I would like to keep them in one mod, with the user enabling/disabling biter types in the settings. But if I also want biter-specific settings (e.g. health, # tiers, special behaviors ...
- Mon Aug 25, 2025 6:08 pm
- Forum: Resolved Requests
- Topic: [Documentation Error] voronoi_spot_noise actually returns positive normalized distance
- Replies: 1
- Views: 434
[Documentation Error] voronoi_spot_noise actually returns positive normalized distance
As the title says - the current documentation for the voronoi_spot_noise noise function just says it returns the distance, which I thought meant tile distance. Rather, it seems to return the distance relative to the cell's max size in that direction (or the grid size) - some kind of normalized ...
- Mon Aug 25, 2025 5:00 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.50] Error in data phase if item has icon with shift in struct form
- Replies: 3
- Views: 1257
Re: [2.0.50] Error in data phase if item has icon with shift in struct form
I encountered the same bug.
Simple piece of code (data.lua):
data.raw["item"]["gun-turret"].icons = {
{
icon=data.raw["item"]["gun-turret"].icon
},
{
icon=data.raw["item"]["gun-turret"].icon,
scale = 0.5,
shift = {x=-8, y=-8}
}
}
data.raw["item"]["gun-turret"].icon = nil
Yields the ...
Simple piece of code (data.lua):
data.raw["item"]["gun-turret"].icons = {
{
icon=data.raw["item"]["gun-turret"].icon
},
{
icon=data.raw["item"]["gun-turret"].icon,
scale = 0.5,
shift = {x=-8, y=-8}
}
}
data.raw["item"]["gun-turret"].icon = nil
Yields the ...