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by protocol_1903
Tue Feb 10, 2026 9:22 pm
Forum: Bug Reports
Topic: [2.0.73] LuaUndoRedoStack empty items cannot have actions added to them
Replies: 0
Views: 36

[2.0.73] LuaUndoRedoStack empty items cannot have actions added to them

As in title, if an item is empty ( get_undo_item() returns {}) any action that would normally be added to that item would be ignored and not added to any item.

I've been using the following commands to test:

local player = game.get_player(1)
local surface = game.get_surface(1)
surface.create ...
by protocol_1903
Tue Feb 10, 2026 5:19 am
Forum: Modding interface requests
Topic: Add on_player_selection_started
Replies: 1
Views: 112

Re: Add on_player_selection_started

Alt and reverse can be changed during the selection process, so they probably won't be added as an event property. In either case, you want something like the original tapeline implementation which just appeared in the mod belt draw.
by protocol_1903
Tue Feb 10, 2026 5:16 am
Forum: Modding interface requests
Topic: ItemPrototype::place_as_tile::consumed
Replies: 2
Views: 106

Re: ItemPrototype::place_as_tile::consumed

Fascinating, i like the implications. +1
by protocol_1903
Sun Feb 08, 2026 7:09 am
Forum: Modding interface requests
Topic: Lock Recipe Technology effect
Replies: 4
Views: 356

Re: Lock Recipe Technology effect

Quorken wrote: Sun Feb 08, 2026 3:40 am Would this reset any machines with the now-locked recipe set?
I assume so, similar to how surface conditions lock recipes.
by protocol_1903
Sun Feb 08, 2026 7:09 am
Forum: Modding interface requests
Topic: Lock Recipe Technology effect
Replies: 4
Views: 356

Re: Lock Recipe Technology effect


I think you can already do this via the on_research_finished event, and then setting recipe enabled=false .

Good Luck!


The point is to not need to run scripts like that, and having proper support for this 'feature' is always better than scripting it manually. Additionally, script locking ...
by protocol_1903
Wed Feb 04, 2026 11:22 pm
Forum: Modding interface requests
Topic: Lock Recipe Technology effect
Replies: 4
Views: 356

Lock Recipe Technology effect

As in title, I would like an inverse to the 'unlock-recipe' technology research effect that instead locks the linked recipe. If implemented, this brings up the question of if it should lock the recipe if it was from multiple sources or was always available: I posit that it should lock the recipe ...
by protocol_1903
Mon Feb 02, 2026 4:49 am
Forum: Won't implement
Topic: Energy Sources for Beacon Prototypes
Replies: 4
Views: 354

Re: Energy Sources for Beacon Prototypes

Please do :)
by protocol_1903
Tue Jan 20, 2026 7:42 pm
Forum: Modding interface requests
Topic: Dependency flag for loading before another mod
Replies: 2
Views: 244

Dependency flag for loading before another mod

Currently, we only have flags for loading after another mod or whenever the load order feels like it. I'd like a way to specify loading before another mod. This fixes the issue of mods using 'zz' in their mod name just to load after other mods, but it requires those mods to use lazy dependencies to ...
by protocol_1903
Tue Jan 20, 2026 7:38 pm
Forum: Modding interface requests
Topic: Prototype flag for damage immunity
Replies: 2
Views: 232

Re: Prototype flag for damage immunity

curiosity wrote: Tue Jan 20, 2026 11:15 am trigger_target_mask?
No, they can still take proxy damage (fire, explosions)
by protocol_1903
Tue Jan 20, 2026 4:56 am
Forum: Assigned
Topic: [Klonan] [2.0.73] Assembling machine with too many module slots and a large enough recipe will not render recipe ingred
Replies: 0
Views: 452

[Klonan] [2.0.73] Assembling machine with too many module slots and a large enough recipe will not render recipe ingred

As in title. If you have a crafting machine that has too many module slots (in this case 200) and the recipe is large enough to wrap to more than one line, it will no longer render on the GUI. The scrollbar for module slots will always exist. Note that if the GUI scale is decreased, such that the ...
by protocol_1903
Tue Jan 20, 2026 4:23 am
Forum: Fixed for 2.1
Topic: [2.0.73] Buildings with fixed_recipe show up as able to craft other recipes in factoriopedia
Replies: 1
Views: 294

[2.0.73] Buildings with fixed_recipe show up as able to craft other recipes in factoriopedia

As in title, assembling machines that have fixed_recipe specified on the prototype show up as able to craft other recipes in factoriopedia, both when viewing the entity and other recipes of the supported crafting category. This is greatly confusing to players when they attempt to use a building that ...
by protocol_1903
Tue Jan 20, 2026 1:20 am
Forum: Modding interface requests
Topic: Prototype flag for damage immunity
Replies: 2
Views: 232

Prototype flag for damage immunity

A flag or boolean on EntityWithHealthPrototype and its children that specifies that it is not possible of taking damage. Or, just flips LuaEntity.destructible automatically when it's created. On that note, is it possible to add a flag for each of the options on extended entity settings on the ...
by protocol_1903
Tue Jan 20, 2026 12:59 am
Forum: Ideas and Suggestions
Topic: Asteroid collector blacklist filter or target priorities
Replies: 10
Views: 1537

Re: Asteroid collector blacklist filter or target priorities


Isnt that the idea of a filter to selectively pick items based on needs. If the needs of the spaceship change then the filter should also change.


Yes. Those needs are not always static. There's a reason you can just set filters and leave them be and not have to have a constant combinator hooked ...
by protocol_1903
Thu Jan 15, 2026 1:14 am
Forum: PyMods
Topic: pY Alternative Energy - Discussion
Replies: 186
Views: 140395

Re: pY Alternative Energy - Discussion


Hey, so is it me or is the Coal Power Plant wildly OP? I'm playing Py for the first time in a long time, and my buddies and I just unlocked Coal Power Plant with molten salt. If I'm doing my math right, it consumes something like 10MW worth of coal (or other burnables) and spits out around 100MW ...
by protocol_1903
Tue Jan 13, 2026 8:33 pm
Forum: Implemented mod requests
Topic: expose max_belt_stack_size for inserters at runtime stage
Replies: 4
Views: 335

Re: expose max_belt_stack_size for inserters at runtime stage

I believe that's because inserter's stacking abilities are derived from the currently researched stack size and the inserter's hand size. If it's holding 6 items and the stack size is 2 it will create stack sizes of 2. It doesn't make sense to set the stack size via script/on the inserters like you ...

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