Search found 5 matches
- Sun Sep 26, 2021 12:16 pm
- Forum: Modding interface requests
- Topic: Allow furnaces' recipe to be reset using .set_recipe(nil)
- Replies: 15
- Views: 2060
Re: Allow furnaces' recipe to be reset using .set_recipe(nil)
LuaEntity::set_recipe() works by calling AssemblingMachine::setupForCrafting() on the c++ side which is only available on entities that can be casted to AssemblingMachine class. Furnaces have completly different recipe changing routine which looks at first item from source inventory or first fluid ...
- Sun Sep 26, 2021 11:58 am
- Forum: Modding interface requests
- Topic: Allow furnaces' recipe to be reset using .set_recipe(nil)
- Replies: 15
- Views: 2060
Re: Allow furnaces' recipe to be reset using .set_recipe(nil)
I see there is a documentation error. As for 1.1.41, LuaEntity::set_recipe() is incorrectly documented saying it can be used with CraftingMachine while it should say it can only be used with AssemblingMachine. LuaEntity::get_recipe() is correct saying it works on CraftingMachine.
Is there a ...
- Sun Sep 26, 2021 10:17 am
- Forum: Modding interface requests
- Topic: Allow furnaces' recipe to be reset using .set_recipe(nil)
- Replies: 15
- Views: 2060
Allow furnaces' recipe to be reset using .set_recipe(nil)
Basically what the title says.
Tried to do this and got an error:
The entity is a furnace, which, according to prototype wiki, is a crafting machine:
Tried to do this and got an error:
The entity is a furnace, which, according to prototype wiki, is a crafting machine:
- Sun Sep 26, 2021 5:47 am
- Forum: Modding interface requests
- Topic: on_recipe_successfully_finished event
- Replies: 5
- Views: 1790
Re: on_recipe_successfully_finished event
You can shut off the on_tick hook when it completes, since this is by definition a one-shot cost this will be *vastly* cheaper than hooking every single recipe completion.
i wanted this entity to be reusable but this sounds reasonable too. i could even disable both the entity and the recipe ...
- Sat Sep 25, 2021 3:50 pm
- Forum: Modding interface requests
- Topic: on_recipe_successfully_finished event
- Replies: 5
- Views: 1790
on_recipe_successfully_finished event
Asking for a recipe called "on_recipe_successfully_finished": triggered when an entity has finished crafting a recipe AND has outputted a result (for probability-based recipes).
Must be filterable by entity type/name and recipe name/category.
Should probably be opt-in like on_entity_destroyed is ...
Must be filterable by entity type/name and recipe name/category.
Should probably be opt-in like on_entity_destroyed is ...