Search found 714 matches

by curiosity
Fri Dec 12, 2025 7:57 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 51
Views: 6089

Re: QualityPrototype extended

Stargateur wrote: Fri Dec 12, 2025 7:27 pm No
Now go and actually click that link in the header.
by curiosity
Fri Dec 12, 2025 1:00 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 51
Views: 6089

Re: QualityPrototype extended

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.
A furnace is a crafting machine.
by curiosity
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.
by curiosity
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

BraveCaperCat wrote: Sat Nov 15, 2025 6:50 pm Related does not mean Duplicate of.
I didn't say it does.
by curiosity
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 ...
by curiosity
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)
by curiosity
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 ...
by curiosity
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 ...
by curiosity
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

BraveCaperCat wrote: Mon Nov 10, 2025 1:13 pm 1. How would you know how it's done internally?
It is obvious from the API.
by curiosity
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 ...
by curiosity
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.
by curiosity
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 ...
by curiosity
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 ...
by curiosity
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

eugenekay wrote: Sun Nov 02, 2025 1:06 am 128130 has some technical insight into the reasoning.
So the item/recipe merging black magic strikes again. Imagine if instead it was sanely explicitly specified in the prototype.
by curiosity
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 ...
by curiosity
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 ...
by curiosity
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.
by curiosity
Mon Oct 20, 2025 5:17 am
Forum: Modding interface requests
Topic: Targeted Fast Replace
Replies: 1
Views: 259

Re: Targeted Fast Replace

by curiosity
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 ...

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