Search found 4 matches

by benlove007
Tue Feb 10, 2026 5:17 am
Forum: Ideas and Requests For Mods
Topic: speed limit
Replies: 5
Views: 497

Re: speed limit

I was already thinking about implementing mod like this recently. I want the ability to drive along a wall and pick up items faster. But the car moves too fast. I typically manage this by manually pumping the accelerator, but that is error prone. It would be great if I could set a lower top speed ...
by benlove007
Tue Feb 10, 2026 4:31 am
Forum: Modding discussion
Topic: Separate "mods" settings and more (warning, prevents updates)
Replies: 2
Views: 365

Re: Separate "mods" settings and more (warning, prevents updates)

I'm not entirely sure what you are trying to achieve here, but there is something you may be interested in:

mods are stored in a directory called "mods" inside your game folder (right next to saves). The executable has an option to specify a different directory. So, without having different saves ...
by benlove007
Sun Feb 08, 2026 7:56 pm
Forum: Modding help
Topic: Detecting rail planner active
Replies: 0
Views: 48

Detecting rail planner active

When processing an on_selected_entity_changed event, I would like to know if the rail planner is active (as distinguished from a rail item in the cursor stack). In my research, I don't think this is possible, but perhaps I missed something?

If this is not possible, I would like to request an API ...
by benlove007
Sat Oct 11, 2025 5:34 pm
Forum: Modding interface requests
Topic: [2.0.8] Recipe Quality
Replies: 2
Views: 1114

Re: [2.0.8] Recipe Quality

I would be particularly interested in this feature.

The holmium-solution recipe requires 2 holmium-ore, 1 stone, and 10 water. By default, holmium-ore is not used for anything else. So, if I have higher quality holmium-ore (whether intentionally or not), the only way to consume it is to create ...

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