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 ...
Search found 450 matches
- 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
- 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.
- 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
- 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 assume so, similar to how surface conditions lock recipes.Quorken wrote: Sun Feb 08, 2026 3:40 am Would this reset any machines with the now-locked recipe set?
- 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 ...
- Fri Feb 06, 2026 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Allow flipping fluid-powered inserters
- Replies: 3
- Views: 232
- 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 ...
- 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 :)
- Thu Jan 22, 2026 4:42 pm
- Forum: Modding interface requests
- Topic: Beacon categories for checking the beacon_counter
- Replies: 1
- Views: 406
- Tue Jan 20, 2026 8:52 pm
- Forum: Modding interface requests
- Topic: Suggested / Compatibility / Integration type flag for mod developers
- Replies: 4
- Views: 374
- 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 ...
- 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
No, they can still take proxy damage (fire, explosions)
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Sun Jan 18, 2026 7:40 pm
- Forum: Modding interface requests
- Topic: Technology research_trigger to have multiple triggers.
- Replies: 1
- Views: 194
Re: Technology research_trigger to have multiple triggers.
Related/duplicate: viewtopic.php?t=132251
- 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 ...
- Tue Jan 13, 2026 8:36 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
Gotcha, sorry i had the wrong idea. +1
- 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 ...