For items that spoil in a loop into each other, especially with short timers, when sitting on belts it can sometimes be visually noisy to have the spoil bar visible (when in alt mode). An API like this defaulting to true would allow modders to disable this behavior.
For this proposal I believe the ...
Search found 152 matches
- Fri Mar 13, 2026 7:05 am
- Forum: Implemented mod requests
- Topic: ItemPrototype::spoil_bar_visible
- Replies: 3
- Views: 332
- Mon Feb 16, 2026 6:06 pm
- Forum: Modding interface requests
- Topic: Space-effect parallax in camera GUIs
- Replies: 0
- Views: 301
Space-effect parallax in camera GUIs
When empty space tiles (or others with `effect = "space"`) are viewed through a camera GUI, the parallax effect of the stars accounts for the zoom of the viewing player. If my understanding is correct, the position for parallax is taken as the position of the camera GUI on the screen.
For certain ...
For certain ...
- Fri Feb 13, 2026 6:04 pm
- Forum: Modding interface requests
- Topic: RecipePrototype::single_use
- Replies: 3
- Views: 410
Re: RecipePrototype::single_craft
That is addressed in the OP.
- Fri Feb 13, 2026 1:09 pm
- Forum: Modding interface requests
- Topic: RecipePrototype::single_use
- Replies: 3
- Views: 410
RecipePrototype::single_use
Several times I have wanted to give the player a handcrafting recipe that they are only supposed to craft once. The recipe is disabled by script after they craft it (nowadays likely by a spoilage trigger), and a script processes the player's crafting queue to cancel any additional crafts of the one ...
- Thu Feb 12, 2026 9:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.75] Item cannot be launched to orbit manually
- Replies: 2
- Views: 2269
Re: [Genhis][2.0.75] Item cannot be launched to orbit manually
Thanks, much appreciated
- Thu Feb 12, 2026 7:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.75] Item cannot be launched to orbit manually
- Replies: 2
- Views: 2269
[Genhis][2.0.75] Item cannot be launched to orbit manually
It seems that since version 2.0.74, there is broken functionality for some items with `send_to_orbit_mode = "manual"`.
Attached is a save in which such an item (`cerys-hydrogen-bomb`) is placed in a rocket inventory. Clicking the silo, then 'Deliver cargo' and 'Orbit', has no effect and the rocket ...
Attached is a save in which such an item (`cerys-hydrogen-bomb`) is placed in a rocket inventory. Clicking the silo, then 'Deliver cargo' and 'Orbit', has no effect and the rocket ...
- Tue Feb 10, 2026 6:38 pm
- Forum: Modding interface requests
- Topic: Quality support for radius_visualisation_specification
- Replies: 8
- Views: 1656
Re: Quality support for radius_visualisation_specification
Cerys uses that trick elsewhere, but it isn’t feasible here. It's a freely buildable entity in a popular mod so the solution should be interchangeable in the various game systems: pipette, recipe signals, quality-switching shortcuts, ...
- Mon Feb 09, 2026 8:06 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::animations
- Replies: 2
- Views: 281
Re: ItemPrototype::animations
Thanks for the reply.
- Mon Feb 09, 2026 4:21 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::place_as_tile::consumed
- Replies: 2
- Views: 262
ItemPrototype::place_as_tile::consumed
This request is for a new optional field, defaulting to 1, which specifies how many of the item is consumed in order to place a tile inworld.
- Sun Feb 08, 2026 8:55 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::animations
- Replies: 2
- Views: 281
ItemPrototype::animations
This request is for animated items on belts.
- Thu Feb 05, 2026 5:22 pm
- Forum: 1 / 0 magic
- Topic: [2.0.64] Failure to suppress MacOS system accent menu
- Replies: 4
- Views: 1071
Re: [2.0.64] Failure to suppress MacOS system accent menu
This did not recur so far. Could be an OS bug I've upgraded out of.
- Tue Feb 03, 2026 3:15 pm
- Forum: Fixed for 2.1
- Topic: [2.0.73] LuaControl::mine_entity flying text appears at odd position
- Replies: 1
- Views: 254
[2.0.73] LuaControl::mine_entity flying text appears at odd position
Corner case: If you call `player.mine_entity` on an entity at {x, y} on a different surface to the player, flying text is created on the player's surface.
This wouldn't be a problem, but the flying text appears at {x, y} on the player's surface, which is confusing because this physical spot is ...
This wouldn't be a problem, but the flying text appears at {x, y} on the player's surface, which is confusing because this physical spot is ...
- Tue Jan 27, 2026 11:17 pm
- Forum: Bug Reports
- Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
- Replies: 4
- Views: 798
Re: [2.0.72] Server-join mod downloader caches(?) too aggressively
Good point. Yes I think all relevant users had recently downloaded the first attempt at the hotfix. Of course the ideal is to test everything locally, but with ongoing live events more can happen.
- Tue Jan 27, 2026 7:16 pm
- Forum: Modding help
- Topic: [2.0.73] Hidden minable entities are impossible?
- Replies: 2
- Views: 374
Re: [2.0.73] Hidden minable entities are impossible?
Ah, for the upgrade planner. Thanks, that makes sense.
- Tue Jan 27, 2026 7:16 pm
- Forum: Modding interface requests
- Topic: Define Primary Recipe on Item / Fluid
- Replies: 9
- Views: 2113
- Tue Jan 27, 2026 6:15 pm
- Forum: Modding interface requests
- Topic: Burner asteroid collectors
- Replies: 1
- Views: 247
Burner asteroid collectors
This prototype can only use electric or void energy source types.
Adding burner if possible would be much appreciated!
Adding burner if possible would be much appreciated!
- Tue Jan 27, 2026 4:09 pm
- Forum: Modding help
- Topic: [2.0.73] Hidden minable entities are impossible?
- Replies: 2
- Views: 374
[2.0.73] Hidden minable entities are impossible?
Not sure whether this should go in Bug Reports or Modding Interface Requests. Either way, I'd like to hide the existing transport belts so I can add new ones for my mod. I'm hiding rather than deleting them for better compatibility, e.g. another mod may place them by script.
I understand this to be ...
I understand this to be ...
- Thu Jan 08, 2026 7:17 pm
- Forum: Modding interface requests
- Topic: Reacting to asteroid chunks being created
- Replies: 2
- Views: 423
Re: Reacting to asteroid chunks being created
I have implemented a workaround for the mod in question by deleting nearby chunks when the asteroid dies.
- Mon Jan 05, 2026 12:04 am
- Forum: Bug Reports
- Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
- Replies: 4
- Views: 798
Re: [2.0.72] Server-join mod downloader caches(?) too aggressively
I wouldn’t expect an edge cache to be stale for all connecting users at once, unless users are getting poisoned.
The problem with “don’t do that” is when there’s a large server being hotfixed, repeated updates of the same mod are exactly the ones that are most valuable for the mod portal service to ...
The problem with “don’t do that” is when there’s a large server being hotfixed, repeated updates of the same mod are exactly the ones that are most valuable for the mod portal service to ...
- Thu Dec 25, 2025 9:43 pm
- Forum: Already exists
- Topic: Support mirroring in create_entity
- Replies: 3
- Views: 607
Support mirroring in create_entity
Small request, right now you have to write to `mirroring` after creating the entity.