Search found 151 matches
- Fri Aug 22, 2025 11:10 am
- Forum: Modding interface requests
- Topic: Allow recipes to start with a productivity bonus
- Replies: 5
- Views: 294
Re: Allow recipes to start with a productivity bonus
No I couldn't, using control.lua is not great and should only because there is no other way. Hidden tech is in prototype stage and therefore mostly clean. Doing tons of lua code in control.lua to simulate electric interface is not very clean, anything in control.lua that is not using event is not ...
- Fri Aug 22, 2025 8:48 am
- Forum: Modding interface requests
- Topic: Allow recipes to start with a productivity bonus
- Replies: 5
- Views: 294
Re: Allow recipes to start with a productivity bonus
I don't see why you can't do an hidden tech always unlock. I don't see why dev should add this feature when we can already do it properly. Hidden tech exist for that.
you could say the same for fluid/heat powered buildings, trigger technologies, any modifier that affects an entity (lab speed ...
- Thu Aug 21, 2025 6:47 pm
- Forum: Modding interface requests
- Topic: Allow LightningAttractorPrototype to support negative efficiency
- Replies: 2
- Views: 169
Re: Allow LightningAttractorPrototype to support negative efficiency
+1, seems like a cool idea - even if it was a separate parameter and not directly “negative efficiency”
- Thu Aug 21, 2025 6:03 pm
- Forum: Modding interface requests
- Topic: Allow recipes to start with a productivity bonus
- Replies: 5
- Views: 294
Allow recipes to start with a productivity bonus
Recipes already can get productivity bonuses from a modifier technology, so I wanted to ask about the ability to give a recipe an innate productivity bonus? essentially letting you arbitrarily set the bonus to any value in data stage, rather than faking it with hidden, always unlocked technologies ...
- Tue Aug 19, 2025 9:48 am
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 848
Re: A settable quality cap on buildings
oh thank you! that is close enough to what i wanted to be added
- Mon Aug 18, 2025 10:16 am
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 848
Re: A settable quality cap on buildings
I’d like to ask about adding a way to set a quality ‘cap’ on buildings, so that a building will never produce something of a quality higher then what the player sets, and anything above the threshold gets turned into the highest possible quality.
So you don't mean the highest possible quality ...
- Sun Aug 17, 2025 8:23 pm
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 848
Re: A settable quality cap on buildings
Are you saying you want production to work the same way as now, except that items with a lower quality than the cap...just don't get produced?
A gear assembly machine with quality modules would normally it make a lot of normal gears, fewer uncommon gears, fewer rare, even fewer epic...
So with ...
- Sun Aug 17, 2025 8:21 pm
- Forum: Modding interface requests
- Topic: Allow valve prototype to have circuit network connections
- Replies: 1
- Views: 150
Re: Allow valve prototype to have circuit network connections
+1, anything like this should have a connection to the circuit network
- Sat Aug 16, 2025 6:52 pm
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 848
Re: A settable quality cap on buildings
This is what the Recycler is for - feed it any Products that you don’t want. You can use a “Quality Level” filter on Inserters/splitters to choose what goes in.
Good Luck!
that still requires extra work to set up, instead of just putting a setting on a building :lol:
That's the point of ...
- Sat Aug 16, 2025 3:57 pm
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 848
Re: A settable quality cap on buildings
wanted to add onto this now that i've been playing more space age - a quality cap would be even more useful for when you want to make just an uncommon, or rare, or epic build. I've just turned my red and green science builds into quality grinds, so that i can get epic science; however it'd be way ...
- Thu Aug 14, 2025 12:26 am
- Forum: Modding interface requests
- Topic: Add a surface property for a spoilage time multiplier
- Replies: 4
- Views: 379
Re: Add a surface property for a spoilage time multiplier
Something that *might* be possible is a value that modifies the spoil time on item creation. But it would be permanent for that item and I have no idea how it would interact when merging with other items made on different surfaces.
that sounds pretty good to me! :)
I imagine, if im reading ...
- Wed Aug 13, 2025 3:20 pm
- Forum: Modding interface requests
- Topic: Add a surface property for a spoilage time multiplier
- Replies: 4
- Views: 379
Add a surface property for a spoilage time multiplier
I'd like to ask about adding a new surface property, which'd affect the amount of time any item on that surface would take to spoil. I imagine it to be implemented as a multiplier, so that if you put `spoilage_time_multiper = 1.5`, any item on the surface would have its timer lengthened by 1.5x.
I ...
I ...
- Wed Aug 13, 2025 1:34 pm
- Forum: Modding interface requests
- Topic: Allow spoil_result to spoil into multiple weighted items
- Replies: 15
- Views: 1614
Re: Allow spoil_result to spoil into multiple weighted items
+1, more spoilage ‘types’ is always nice to have and would make some of my ideas way more possible
- Mon Aug 11, 2025 1:35 pm
- Forum: Modding interface requests
- Topic: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly
- Replies: 7
- Views: 890
- Fri Aug 08, 2025 3:24 pm
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 848
Re: A settable quality cap on buildings
that still requires extra work to set up, instead of just putting a setting on a buildingeugenekay wrote: Fri Aug 08, 2025 3:06 pm This is what the Recycler is for - feed it any Products that you don’t want. You can use a “Quality Level” filter on Inserters/splitters to choose what goes in.
Good Luck!

- Fri Aug 08, 2025 11:44 am
- Forum: Ideas and Suggestions
- Topic: A settable quality cap on buildings
- Replies: 15
- Views: 848
A settable quality cap on buildings
I’d like to ask about adding a way to set a quality ‘cap’ on buildings, so that a building will never produce something of a quality higher then what the player sets, and anything above the threshold gets turned into the highest possible quality.
While i do see its uses being limited, it’d be ...
While i do see its uses being limited, it’d be ...
- Thu Aug 07, 2025 2:11 pm
- Forum: Modding interface requests
- Topic: Resource drain tech modifier
- Replies: 3
- Views: 387
Re: Resource drain tech modifier
+1, im all for more types of technology bonus modifiers, and it'd be nice to be able to do more with miners then just productivity.
- Wed Aug 06, 2025 10:08 am
- Forum: Modding interface requests
- Topic: [Request] TechnologyTrigger extension
- Replies: 5
- Views: 603
Re: [Request] TechnologyTrigger extension
+1, i’ve been dying for an extension of triggertechs like AND/OR triggers
- Sat Aug 02, 2025 8:41 pm
- Forum: Modding interface requests
- Topic: add a ChangeRecipeQualityModifier for technologies
- Replies: 1
- Views: 155
add a ChangeRecipeQualityModifier for technologies
Because productivity and quality share similar features (not being allowed in beacons, fundamentally changes your machines instead of changing their stats, etc), I wanted to ask about giving quality a SimpleModifier that is analogus to the ChangeRecipeProductivityModifier - which'd add or take away ...
- Sat Aug 02, 2025 3:41 pm
- Forum: Modding discussion
- Topic: A.I usage for thumbnails on mods
- Replies: 14
- Views: 865
Re: A.I usage for thumbnails on mods
I think that the usage of “Generated Art” for an introductory photo is a good Signal: it clearly indicates that the rest of the Project is low-effort slop, and can safely be ignored. Please go take an Art class in-person from a real Human, or at least try drawing with a Pencil - you will be ...