- build shown setup
- /c storage.furnace = game.player.selected
- /c game.player.selected.proxy_target_entity = storage.furnace
- /c game.player.selected.proxy_target_inventory = defines.inventory.crafter_input
- put one stone in the input slot
- now wake the inserter (removing/placing the output ...
Search found 295 matches
- Wed Dec 24, 2025 3:33 pm
- Forum: Won't fix.
- Topic: [2.0.72] proxy containers targeting furnace input do not wake inserters up
- Replies: 1
- Views: 137
- Sun Dec 21, 2025 8:18 pm
- Forum: Bug Reports
- Topic: [2.0.72] pollution has no quality diamond when energy usage scales with quality
- Replies: 0
- Views: 136
[2.0.72] pollution has no quality diamond when energy usage scales with quality
steps to reproduce:
- install krastorio 2
- unzip and open `prototypes/compatibility/quality-updates.lua`
- edit that file like https://codeberg.org/raiguard/Krastorio2/pulls/702/files does, the below code snippet is a simplification:
data.raw.furnace["kr-air-purifier"].energy_usage_quality ...
- install krastorio 2
- unzip and open `prototypes/compatibility/quality-updates.lua`
- edit that file like https://codeberg.org/raiguard/Krastorio2/pulls/702/files does, the below code snippet is a simplification:
data.raw.furnace["kr-air-purifier"].energy_usage_quality ...
- Fri Dec 12, 2025 11:19 am
- Forum: Documentation Improvement Requests
- Topic: note that technology's enabled & visible when disabled persist
- Replies: 0
- Views: 202
note that technology's enabled & visible when disabled persist
i was caught off guard that these behave like settings in terms of only being relevant for new worlds and then just staying at whichever value they were on.
a note saying that these are the default or something in order to warn people that these prototype properties don't actually influence ...
a note saying that these are the default or something in order to warn people that these prototype properties don't actually influence ...
- Fri Dec 12, 2025 10:35 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] roboports do not list their recharge rates without quality present
- Replies: 1
- Views: 328
[2.0.72] roboports do not list their recharge rates without quality present
When only the normal quality is present it does not even list those robot recharge rates.
The expected behavior is that you can see how fast a roboport is able to charge robots, as well as how many.
Whilst the value only varies when quality is present i believe this to be valuable information to ...
The expected behavior is that you can see how fast a roboport is able to charge robots, as well as how many.
Whilst the value only varies when quality is present i believe this to be valuable information to ...
- Wed Nov 19, 2025 11:12 am
- Forum: Documentation Improvement Requests
- Topic: LuaPlayer::set_controller raises on_player_controller_changed
- Replies: 0
- Views: 168
LuaPlayer::set_controller raises on_player_controller_changed
it is currently not mentioned in a "raises" section:
- Tue Nov 11, 2025 8:14 pm
- Forum: Modding interface requests
- Topic: Display recipe ingredients and results in the order they're declared in the prototype
- Replies: 6
- Views: 1000
Re: Display recipe ingredients and results in the order they're declared in the prototype
+1, for ocd purposed this is nice, just being able to match the order ingame with the order in the code without messing with overall order strings.
- Fri Nov 07, 2025 7:35 pm
- Forum: Mods
- Topic: Space Exploration compatibility removal
- Replies: 1
- Views: 741
Re: Space Exploration compatibility removal
Hi, note that this only applies to Space Exploration version 0.7.36, the version before it doesn't do this, and the version after doesn't do it anymore.
- Wed Oct 29, 2025 8:29 pm
- Forum: Modding interface requests
- Topic: LuaEntity::register_on_signal_changed
- Replies: 2
- Views: 430
Re: LuaEntity::register_on_signal_changed
+1, the current hack of using a crafting machine with a damaged ingredient and listening to on_object_destroyed on the itemstack's item or using an inserter picking up an item registered with on_object_destroyed is just a mess and very prone to mods that interact with assembling machines & energy ...
- Fri Oct 24, 2025 2:42 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Holmium solution's base_color is incorrectly defined
- Replies: 3
- Views: 761
Re: [2.0.72] Holmium solution's base_color is incorrectly defined
Oh so that's why it always felt off, nice catch hope this gets fixed 
- Thu Oct 23, 2025 2:18 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] the quality mod references spoilage in it's locale
- Replies: 2
- Views: 639
[2.0.72] the quality mod references spoilage in it's locale
The recycler's entity and technology description mention "or turned to spoilage if they were biological.", but the quality mod itself adds no spoilage.
Expected behavior: spoilage should only be mentioned if space-age is enabled as well.
Expected behavior: spoilage should only be mentioned if space-age is enabled as well.
- Wed Oct 22, 2025 8:36 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 2246
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
If only every array[SomeID] could be converted into a dictionary[SomeID -> true]
that would be a welcome change in my eyes.
edit: and to that extend they should just add a global "list_to_map" function to all the data stages as well as control thst just don't depend on importing util.
- Wed Oct 22, 2025 8:31 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 2246
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
I would be in favor of an optional unified, when visiting the docs it should be pretty obvious that the default for it would be {"crafting"}, i cannot imagine wube would want to add that to each of their recipes so if it gets unified i can only imagine it being optional.
Heck i would even welcome ...
Heck i would even welcome ...
- Tue Oct 21, 2025 2:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka][2.0.71] fuel pollution tooltip has a double space in it
- Replies: 3
- Views: 1344
Re: [2.0.71] fuel pollution tooltip has a double space in it
this one would be the GeneratorPrototype in fluid mode, i didn't check all the other places the fuel pollution tooltip could show up, they might suffer from the same, or not.
- Tue Oct 21, 2025 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Bilka][2.0.71] fuel pollution tooltip has a double space in it
- Replies: 3
- Views: 1344
[Bilka][2.0.71] fuel pollution tooltip has a double space in it
For comparison, the custom tooltip has just one space, the other one comes straight from the engine, shown on the K2SE gas burning generator burning petrol:
- Tue Oct 21, 2025 11:00 am
- Forum: Implemented mod requests
- Topic: force.create_space_platform{silent?=...}
- Replies: 2
- Views: 329
force.create_space_platform{silent?=...}
The ability to create a space platform for a force without the chat notification that it got created.
- Sun Oct 19, 2025 12:41 pm
- Forum: Fixed for 2.1
- Topic: [2.0.71] duplicate custom_tooltip_fields on equipment prototypes
- Replies: 1
- Views: 384
[2.0.71] duplicate custom_tooltip_fields on equipment prototypes
I was trying to update the Jetpack mod to have the thrust description in a custom tooltip instead of hardcoded into the locale.
It appears that custom tooltips applied to equipment prototypes show up twice in the description of the item instead of once.
data.raw["solar-panel-equipment"]["solar ...
It appears that custom tooltips applied to equipment prototypes show up twice in the description of the item instead of once.
data.raw["solar-panel-equipment"]["solar ...
- Sun Oct 19, 2025 8:40 am
- Forum: Ideas and Suggestions
- Topic: give the main menu version string some margin on the left
- Replies: 0
- Views: 218
give the main menu version string some margin on the left
Right now it is squished against the left and has some margin at the top, it would be lovely if the distance from the edge would be closer to the same.
- Fri Oct 17, 2025 2:25 pm
- Forum: Modding interface requests
- Topic: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
- Replies: 4
- Views: 983
Re: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
+1 for supporting this in general, and making the burner mining drill do it
- Fri Oct 17, 2025 12:02 pm
- Forum: Modding interface requests
- Topic: scripted equipment grid equipment prototype
- Replies: 2
- Views: 290
Re: scripted equipment grid equipment prototype
no, the battery still comes with a mandatory energy bar, the wish is to have an equipment prototype that has no mandatory tooltips or sections like energy.
- Fri Oct 17, 2025 9:57 am
- Forum: Modding interface requests
- Topic: scripted equipment grid equipment prototype
- Replies: 2
- Views: 290
scripted equipment grid equipment prototype
would be nice if there was an equipment prototype that just did nothing. (well maybe apart from supporting power usage and being able to turn on/off by script individually)
Pre 2.0 modders resort to using things like 1kw night vision, exoskeleton equipment, but those still very much perform a role ...
Pre 2.0 modders resort to using things like 1kw night vision, exoskeleton equipment, but those still very much perform a role ...