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- Fri Dec 12, 2025 7:57 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 51
- Views: 6089
Re: QualityPrototype extended
- Fri Dec 12, 2025 1:00 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 51
- Views: 6089
Re: QualityPrototype extended
A furnace is a crafting machine.Stargateur wrote: Fri Dec 12, 2025 11:54 am there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.
- Wed Dec 10, 2025 11:20 am
- Forum: Modding interface requests
- Topic: Alternative technology prerequisite
- Replies: 1
- Views: 126
- Wed Nov 26, 2025 6:43 am
- Forum: Documentation Improvement Requests
- Topic: ProductionHealthEffect needs a short explanation
- Replies: 1
- Views: 179
Re: ProductionHealthEffect needs a short explanation
Need a better explanation than that. What counts as "producing"/"not producing"? From what I've seen people say, there are unobvious exceptions and it's not an exhaustive set.
- Sat Nov 15, 2025 9:03 pm
- Forum: Modding interface requests
- Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
- Replies: 6
- Views: 518
Re: A way to toggle fluid temperature affecting crafting speed
I didn't say it does.
- Sat Nov 15, 2025 5:31 pm
- Forum: Modding interface requests
- Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
- Replies: 6
- Views: 518
Re: A way to toggle fluid temperature affecting crafting speed
Related: 123821
It's not related.
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 affect how quickly plants grow. I searched the modding API for anything like ...
- Fri Nov 14, 2025 2:47 pm
- Forum: Modding interface requests
- Topic: LuaControl.can_place_tile
- Replies: 4
- Views: 420
Re: LuaControl.can_place_tile
Surely you'd want can_place_tiles more. I don't imagine it's often the case that you want to check only a single tile.
(also, can_place_entity is found in LuaPlayer and LuaSurface, not in LuaControl; I'd expect you want the tile function for both)
(also, can_place_entity is found in LuaPlayer and LuaSurface, not in LuaControl; I'd expect you want the tile function for both)
- Wed Nov 12, 2025 10:17 am
- Forum: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 3398
Re: Disable quality chances per item in a recipes results
While you could achieve similar effects, you couldn't achieve the exact same ones - say you have amount_min=4, amount_max=8, and ignored_by_quality=6. If you produce <= 6, you would have no quality; conversely, if you have > 6, you could have quality. There isn't any other way to achieve this ...
- Tue Nov 11, 2025 10:09 pm
- Forum: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 3398
Re: Disable quality chances per item in a recipes results
One person suggested making a ItemProductPrototype::ignored_by_quality member that is an integer, and would mean that specific product could produce both the same quality and a different quality in one cycle of the recipe.
Seems unnecessary to me. It only concerns the products and you can have ...
- Mon Nov 10, 2025 2:45 pm
- Forum: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 3398
Re: Disable quality chances per item in a recipes results
It is obvious from the API.
- Sun Nov 09, 2025 4:01 am
- Forum: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 3398
Re: Disable quality chances per item in a recipes results
Of course these would need to respect what quality levels are supported (and possibly unlocked) so a normal quality recipe bumped by -1 would result in normal items, and a legendary recipe bumped +1 would result in legendary items.
Or those recipe variants just aren't available. To reduce ...
- Fri Nov 07, 2025 7:57 pm
- Forum: Implemented mod requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 35
- Views: 3398
Re: Disable quality chances per item in a recipes results
On the second thought, just checking that no character shares the crafting category with the recipe might be enough.
- Sun Nov 02, 2025 7:20 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 885
Re: Hide Fill Barrel Recipes From Signals
I am not contradicting myself. There is some magic inside of the assembler logic since it tries to select recipes using item signals, however with barreling specifically there is no such magic due to catalysts involved and so we require recipe signals to be present because assembler with set ...
- Sun Nov 02, 2025 6:37 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 885
Re: Hide Fill Barrel Recipes From Signals
There is no item/recipe black magic here. Barreling recipes and unbarreling recipes cannot be selected by the item signal because those recipes do not create new items (due to catalysts), and as such the only way to select correct recipes is by sending a recipe signal. If those recipe signals ...
- Sun Nov 02, 2025 5:37 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 885
Re: Hide Fill Barrel Recipes From Signals
So the item/recipe merging black magic strikes again. Imagine if instead it was sanely explicitly specified in the prototype.
- Thu Oct 30, 2025 11:11 am
- Forum: Documentation Improvement Requests
- Topic: on_player_banned nil player_index
- Replies: 5
- Views: 534
Re: on_player_banned nil player_index
The event documentation already specifies the player_index as optional, if that was missed - would an extra comment about one of the ways it might not be provided be useful?
I’ve found when comments like that exist, people take them to mean “this is the *only* time this happens” when that isn’t ...
- Wed Oct 29, 2025 6:18 pm
- Forum: Modding interface requests
- Topic: Gui element that shows script inventory
- Replies: 8
- Views: 686
Re: Gui element that shows script inventory
Can you provide any more details about your application and why an invisible container entity with interactions disabled is insufficient? A script could cause the player to open the container's gui even if the container itself is not clickable. The contents can be stored in the invisible container ...
- Tue Oct 28, 2025 4:05 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output
- Replies: 4
- Views: 438
Re: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output
"Note: if this starts the crafting process, result_quality will not be set automatically and will default to normal, even for quality recipes."
But it's pretty stupid that a quality recipe has no inherent quality to it.
But it's pretty stupid that a quality recipe has no inherent quality to it.
- Mon Oct 20, 2025 5:17 am
- Forum: Modding interface requests
- Topic: Targeted Fast Replace
- Replies: 1
- Views: 259
- Sun Oct 19, 2025 6:23 pm
- Forum: Resolved Requests
- Topic: Detail of feature flags
- Replies: 9
- Views: 885
Re: Detail of feature flags
Answer: No, because helpers.is_valid_sprite_path("__base__/../space-age/thumbnail.png") is not usable in prototype stage.
and even it does, you probablly cannot use it for detection purpose at all.
To be fair, being able to do that's a sandbox violation and should be fixed ( or made properly a ...