Search found 45 matches

by Thremtopod
Tue Jun 30, 2026 10:00 pm
Forum: Won't implement
Topic: on_module_changed (assembler, furnace)
Replies: 18
Views: 6593

Re: on_module_changed (assembler, furnace)

Okay, I added an API to Item Request Proxy Events to register an item prototype so that if an item of that type spoils inside an entity, it'll fire an "item-spoiled" event (with the entity as part of the event data). This should obviously be used judiciously, but for e.g. modules spoiling in an ...
by Thremtopod
Mon Jun 29, 2026 3:37 pm
Forum: Won't implement
Topic: on_module_changed (assembler, furnace)
Replies: 18
Views: 6593

Re: on_module_changed (assembler, furnace)

BraveCaperCat wrote: Mon Jun 29, 2026 3:34 pm You're forgetting about when modules spoil, either into other modules or into regular items, which can change the module inventory.
Ah, you're right! I wonder if that's also possible to do automatically with script triggers and spoil_to_trigger_result?
by Thremtopod
Sat Jun 27, 2026 4:02 pm
Forum: Won't implement
Topic: on_module_changed (assembler, furnace)
Replies: 18
Views: 6593

Re: on_module_changed (assembler, furnace)

Detecting when modules change can be done with the current modding API. Modules can only be changed by a player manually moving them, by item request proxies ("ghosts"), or by scripting.

For players manually placing/removing modules: a player can only change modules for an entity if it's their ...
by Thremtopod
Mon Jun 22, 2026 4:22 pm
Forum: Modding interface requests
Topic: Data-driven tooltip forwarding from script-linked hidden/composite entities
Replies: 4
Views: 357

Re: Data-driven tooltip forwarding from script-linked hidden/composite entities

It's not a perfect solution, but I made a mod, Tooltip Library, to handle a similar usecase. If used correctly, it has very minimal UPS cost.
by Thremtopod
Thu Jun 18, 2026 8:59 pm
Forum: Modding interface requests
Topic: Event for item-request-proxy creation
Replies: 3
Views: 532

Re: Event for item-request-proxy creation

Okay, I just figured out that you can get events for item-request-proxy created by:

* Adding a created_effect with a "script" trigger item to the item-request-proxy prototype
* Subscribing to the on_script_trigger_effect event and filtering by effect_id
by Thremtopod
Thu Jun 18, 2026 8:10 pm
Forum: Modding interface requests
Topic: Event for item-request-proxy creation
Replies: 3
Views: 532

Re: Event for item-request-proxy creation

+1

This would especially useful for item-request-proxy entities created via the upgrade planner. There are only a few ways that an item-request-proxy can be created, and for most of them there are workarounds you can use (e.g. checking players' selected and opened ). But when an item-request-proxy ...
by Thremtopod
Sun Jun 14, 2026 3:07 am
Forum: Modding interface requests
Topic: Add fallback migrations, a type of migration stored in saves used when a prototype is found invalid without a migration.
Replies: 3
Views: 306

Re: Add fallback migrations, a type of migration stored in saves used when a prototype is found invalid without a migrat

+1

I've encountered situations that would benefit from this as well, with entities and also recipes.

Uninstalling mods is probably the most common place where a feature like this would be useful. But it's also possible from changing mod startup settings, adding a mod, or anything that can change ...
by Thremtopod
Tue May 26, 2026 5:02 pm
Forum: Ideas and Suggestions
Topic: Searches Using a Mod's name Filters all of that Mod's Content or Settings
Replies: 4
Views: 1015

Re: Searches Using a Mod's name Filters all of that Mod's Content or Settings

+1, but...
I think there is a tradeoff here that's gone unnoticed: it would make it impossible to filter settings by any string that also happens to be a substring of any mod's name. E.g. if I search "alien" in the mod settings menu because I want to find settings called "alien X..." and "alien Y ...
by Thremtopod
Tue May 26, 2026 5:02 am
Forum: Resolved Problems and Bugs
Topic: [2.0.77] Calling set_recipe() and writing to crafting_progress of an assembling causes a single craft to ignore quality
Replies: 2
Views: 342

[2.0.77] Calling set_recipe() and writing to crafting_progress of an assembling causes a single craft to ignore quality

Calling set_recipe() on an assembling machine LuaEntity , then writing (a non-zero value) to crafting_progress to it, causes the next craft to always be common quality, regardless of the recipe's actual quality. It's only for one craft, and the next one is always correct.

I've attached a scenario I ...
by Thremtopod
Thu May 21, 2026 4:25 pm
Forum: Modding interface requests
Topic: Make LuaEntity.previous_recipe writeable
Replies: 0
Views: 122

Make LuaEntity.previous_recipe writeable

As I understand it, LuaEntity.previous_recipe is only used for setting the icon of a no-longer-crafting furnace, and it has no effect on any actual behavior of the entity. It would be a nice QoL feature for my mod (which can "hot-swap" a furnace with an assembling-machine version of it, and back) to ...
by Thremtopod
Wed May 20, 2026 3:18 am
Forum: Resolved Requests
Topic: defines.entity_status.waiting_for_space_in_destination incomplete documentation
Replies: 1
Views: 169

defines.entity_status.waiting_for_space_in_destination incomplete documentation

The documentation for defines.entity_status.waiting_for_space_in_destination says it's used by inserters and mining drills. However it's also used by recyclers (I believe it's used by any crafting machine with a non-nil vector_to_place_result).
by Thremtopod
Tue May 12, 2026 6:38 pm
Forum: Modding interface requests
Topic: Add EntityPrototype properties for more control of upgrade planner
Replies: 4
Views: 825

Re: Add EntityPrototype properties for more control of upgrade planner

Bumping this topic, just for the ability to hide entities in the upgrade planner GUI.

The original request was kind of a lot. Hopefully adding something 'hidden_in_upgrade_planner' is less of an ask :).
by Thremtopod
Sat May 09, 2026 1:22 pm
Forum: Modding interface requests
Topic: Need a way to keep track of ghosts that are build using robots
Replies: 6
Views: 535

Re: Need a way to keep track of ghosts that are build using robots

Add an event for when entities change due to a blueprint being pasted. This could be much larger than just changes in tags - also control behavior, modules, ...

You can use Blueprint manipulation library to achieve this. It has a function that maps blueprint entities to the entities they overlap ...
by Thremtopod
Wed May 06, 2026 8:10 pm
Forum: Implemented mod requests
Topic: Add ingredient_is_always_fresh to ItemIngredientPrototype
Replies: 2
Views: 315

Add ingredient_is_always_fresh to ItemIngredientPrototype

As a sort-of followup to this request , it would be great to have the ability to exclude an ingredient from a recipe result's freshness. The motivation is to have a recipe with both a spoilable catalyst ingredient and a regular spoilable ingredient; the catalyst can't currently be returned ...
by Thremtopod
Wed May 06, 2026 3:35 pm
Forum: Modding interface requests
Topic: Configurable Player::generateFarAwayChunks
Replies: 5
Views: 499

Re: Configurable Player::generateFarAwayChunks

Another option would be to put the radius of generated chunks into utility constants, which would allow it to be changed in the data stage.

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