Search found 667 matches
- Wed Jul 23, 2025 2:49 pm
- Forum: Modding interface requests
- Topic: A way to get entity status diode color
- Replies: 1
- Views: 39
Re: A way to get entity status diode color
Duplicate of viewtopic.php?t=128169
- Sat Jul 19, 2025 8:03 am
- Forum: Implemented mod requests
- Topic: Agriculture Tower On Events
- Replies: 3
- Views: 178
Re: Agriculture Tower On Events
Events would be nice, but it sounds like you are skirting around asking for quality on plants instead of asking directly.
- Tue Jul 15, 2025 7:30 pm
- Forum: Modding interface requests
- Topic: Add ability to know max consumption for fusion-reactor (fusion fuel section)
- Replies: 4
- Views: 428
Re: Add ability to know max consumption for fusion-reactor (fusion fuel section)
You mean "Implemented mod requests", since this request predates 2.0.56.
- Mon Jul 14, 2025 7:57 am
- Forum: Modding interface requests
- Topic: Cross-surface teleport support for other entities
- Replies: 2
- Views: 207
Re: Cross-surface teleport support for other entities
Cross surface teleport is riddled with issues on the C++ side as the game needs to invalidate all references to the entity - but not destroy configuration data - and then restore the entity on the other surface. This makes it extremely tedious to implement because it can't be done generically ...
- Thu Jul 10, 2025 7:06 pm
- Forum: Modding interface requests
- Topic: Multi-Channel Surface Effects
- Replies: 3
- Views: 428
- Sun Jun 22, 2025 7:58 pm
- Forum: Modding interface requests
- Topic: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
- Replies: 1
- Views: 204
Re: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
And don't forget about pollution, which is also capped at 20%.
- Sun Jun 22, 2025 12:25 pm
- Forum: Implemented mod requests
- Topic: Importing any basic data from protoype stage to runtime
- Replies: 9
- Views: 682
Re: Importing any basic data from protoype stage to runtime
I agree. You can already enforce specific playstyles by checking in runtime stage (as, for example, Space Exploration does), so it won't make things worse. But validation makes more sense during game startup, along with the similar native checks.
- Sat Jun 21, 2025 3:34 pm
- Forum: Implemented mod requests
- Topic: Importing any basic data from protoype stage to runtime
- Replies: 9
- Views: 682
- Sat Jun 21, 2025 4:26 am
- Forum: Modding interface requests
- Topic: input_action for /open
- Replies: 1
- Views: 191
Re: input_action for /open
At this rate you are just better off making a custom command with a custom permission exclusively for banning.
- Thu Jun 19, 2025 3:49 pm
- Forum: Resolved Requests
- Topic: QualityPrototype::range_multiplier name unclear
- Replies: 1
- Views: 156
QualityPrototype::range_multiplier name unclear
There are multiple properties in the API called "range". This needs a description for what it affects.
- Wed Jun 18, 2025 10:38 am
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 39
- Views: 3003
Re: QualityPrototype extended
Ideally, each quality version of the affected prototypes should be adjustable separately. The above idea of supporting expressions would be a good start.
range_multiplier
Range of what? Artillery turret? Regular turret? Radar? Rail support? Agricultural tower? Lightning attractor? Capsule? Ammo ...
range_multiplier
Range of what? Artillery turret? Regular turret? Radar? Rail support? Agricultural tower? Lightning attractor? Capsule? Ammo ...
- Tue Jun 10, 2025 8:03 am
- Forum: Modding interface requests
- Topic: Alternative to build_from_cursor with same non-cursor-related features
- Replies: 8
- Views: 881
Re: Alternative to build_from_cursor with same non-cursor-related features
create_entity already has most of those, if not all. The only things it doesn't do are automagically use the player's cursor's direction (which you can get) and (IIRC) decrement item count in the stack.
- Wed Jun 04, 2025 7:18 am
- Forum: Modding interface requests
- Topic: BeaconPrototype.profile but for modules
- Replies: 5
- Views: 838
Re: BeaconPrototype.profile but for modules
Oh, so every entity's module profile is limited to its own modules? Beacons don't affect it?
- Wed Jun 04, 2025 7:16 am
- Forum: Implemented mod requests
- Topic: input_action for /cheat
- Replies: 10
- Views: 927
Re: input_action for /cheat
There are permissions for editor, though.
- Wed Jun 04, 2025 12:18 am
- Forum: Modding interface requests
- Topic: BeaconPrototype.profile but for modules
- Replies: 5
- Views: 838
Re: BeaconPrototype.profile but for modules
And what of the modules in beacons? Do they count? Does the count get multiplied by the beacon's effect multiplier, resulting in a fractional number? How are you going to define a profile then?
- Wed Jun 04, 2025 12:06 am
- Forum: Implemented mod requests
- Topic: input_action for /cheat
- Replies: 10
- Views: 927
Re: input_action for /cheat
Oh, right. I always forget that the cheat command also researches all technologies. Then a permission (or some way) to control it is vital.
- Tue Jun 03, 2025 8:07 pm
- Forum: Implemented mod requests
- Topic: input_action for /cheat
- Replies: 10
- Views: 927
Re: input_action for /cheat
Irrelevant to the request, but if they can't be trusted with not cheating, then surely they can't be trusted with not abusing ban powers.
- Fri May 30, 2025 2:03 pm
- Forum: Modding interface requests
- Topic: Regarding disabled prerequisites still blocking
- Replies: 2
- Views: 439
Re: Prerequisites no longer blocking when disabled
I assume you mean when visible_when_disabled is set to false. Surely it's valid to want to deliberately block a part of tech tree (e.g. for mutually exclusive branches).
Ideally, this should be its own separate property altogether, required_when_disabled.
Ideally, this should be its own separate property altogether, required_when_disabled.
- Tue May 27, 2025 12:41 pm
- Forum: Documentation Improvement Requests
- Topic: events raised in on_init get skipped by mods already present on the save
- Replies: 4
- Views: 691
Re: events raised in on_init get skipped by mods already present on the save
Same for on_init, but you don't seem to have a problem with that.
- Mon May 26, 2025 6:46 am
- Forum: Resolved Requests
- Topic: defines.entity_status.broken cannot be set through LuaEntity::status
- Replies: 6
- Views: 848
Re: defines.entity_status.broken cannot be set through LuaEntity::status
I assumed that it was a legacy artifact, but after looking into it I've found both broken status and custom status (and default status for containers) have appeared in 2.0.7. Really makes no sense.