Search found 14 matches
- Tue Jul 07, 2026 12:00 am
- Forum: Frequently Suggested / Link Collections
- Topic: Separated Handling of Red and Green Wires
- Replies: 6
- Views: 7806
Re: Separated Handling of Red and Green Wires
This has been mostly implemented in 2.1, however there are some entities (like rocket silos) that have multiple output options (read contents, read platform requests). I need to read both of them to automate sending items to space without logistics robots (which are dumb so I don't use them). Please ...
- Wed Jun 03, 2026 11:59 pm
- Forum: Modding help
- Topic: Why is my resource not spawning?
- Replies: 4
- Views: 396
Re: Why is my resource not spawning?
I eventually figured it out on my own by looking at another mod and trying many times.
- Wed Jun 03, 2026 11:07 pm
- Forum: Modding help
- Topic: Why is my resource not spawning?
- Replies: 4
- Views: 396
Re: Why is my resource not spawning?
I just tried it and it says it only works for tiles, entities, and decoratives.Bilka wrote: Wed Jun 03, 2026 8:15 pm You need to add it to the map_gen_settings.autoplace_settings in the nauvis planet prototype (or wherever else you want it to spawn).
- Wed Jun 03, 2026 7:59 pm
- Forum: Modding help
- Topic: Why is my resource not spawning?
- Replies: 4
- Views: 396
Why is my resource not spawning?
I made a resource that has "autoplace = {probability_expression = 1}" so that it should spawn everywhere it can, just to test how autoplace works, but it is not being placed in the world at all.
The full code for my resource:
data:extend({
{
type = "resource",
name = "rubber-tree",
icon ...
The full code for my resource:
data:extend({
{
type = "resource",
name = "rubber-tree",
icon ...
- Mon Nov 17, 2025 6:47 pm
- Forum: Modding help
- Topic: Inserter energy_source fluid_box ignores filter.
- Replies: 1
- Views: 504
Re: Inserter energy_source fluid_box ignores filter.
Is there a way to make it a pipe while it is being held but turn it into an inserter when placed?
- Sun Nov 16, 2025 9:26 pm
- Forum: Modding interface requests
- Topic: Burner results should be able to be ProductPrototypes.
- Replies: 2
- Views: 526
Re: Burner results should be able to be ProductPrototypes.
Same for spoil_result.
- Sun Nov 16, 2025 2:35 am
- Forum: Modding help
- Topic: Inserter energy_source fluid_box ignores filter.
- Replies: 1
- Views: 504
Inserter energy_source fluid_box ignores filter.
I deepcopied the burner inserter and made it a steam inserter with "filter = "steam"" in its fluid_box. In game I can't place pipes next to it that would connect it to a fluid other than steam, but I can still connect it to entities and pipes that have other fluids in them by placing the other ...
- Sat Nov 15, 2025 6:46 pm
- Forum: Modding interface requests
- Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
- Replies: 6
- Views: 1215
Re: A way to toggle fluid temperature affecting crafting speed
I tested it. It acts like the steam is at the machine's maximum temperature.
- Sat Nov 15, 2025 6:38 pm
- Forum: Modding interface requests
- Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
- Replies: 6
- Views: 1215
Re: A way to toggle fluid temperature affecting crafting speed
"maximum_temperature :: float optional
Default: 0
0 means unlimited maximum temperature. If this is non-zero while scale_fluid_usage is false and fluid_usage_per_tick is not specified, the game will use this value to calculate fluid_usage_per_tick. To do that, the filter on the fluid_box must be ...
Default: 0
0 means unlimited maximum temperature. If this is non-zero while scale_fluid_usage is false and fluid_usage_per_tick is not specified, the game will use this value to calculate fluid_usage_per_tick. To do that, the filter on the fluid_box must be ...
- Fri Nov 14, 2025 11:05 pm
- Forum: Modding interface requests
- Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
- Replies: 6
- Views: 1215
A way to toggle fluid temperature affecting crafting speed (corrected/answered)
Please add a way to toggle whether fluid temperature affects the crafting speed of fluid powered crafting machines.
It makes sense that fluid temperature affects crafting speed by default, but I want to make a steam powered plant grower and harvester and it makes no sense for fluid temperature to ...
It makes sense that fluid temperature affects crafting speed by default, but I want to make a steam powered plant grower and harvester and it makes no sense for fluid temperature to ...
- Fri Nov 14, 2025 7:17 pm
- Forum: Modding help
- Topic: Why must crafting machine fluidboxes be input or output types?
- Replies: 3
- Views: 773
Re: Why must crafting machine fluidboxes be input or output types?
I thought it was about whether an input fluid can go from one machine to another through the connections. I think I have it figured out now. Thanks.
- Fri Nov 14, 2025 6:27 pm
- Forum: Modding help
- Topic: Why must crafting machine fluidboxes be input or output types?
- Replies: 3
- Views: 773
Why must crafting machine fluidboxes be input or output types?
"Failed to load mods: Error while loading entity prototype "forestry" (assembling-machine): Crafting machine fluidboxes must be input or output types." Why? What is the benefit of this restriction? What is the best work around?
- Fri Nov 14, 2025 3:27 pm
- Forum: Modding interface requests
- Topic: Burner results should be able to be ProductPrototypes.
- Replies: 2
- Views: 526
Re: Burner results should be able to be ProductPrototypes.
Sorry I didn't read the suggestion template first. I hope This request is straight forward and obvious enough.
- Fri Nov 14, 2025 3:22 pm
- Forum: Modding interface requests
- Topic: Burner results should be able to be ProductPrototypes.
- Replies: 2
- Views: 526
Burner results should be able to be ProductPrototypes.
Please allow this so we can make mods where fuel burns into something other than exactly one item or nothing ever.