Search found 22 matches
- Sun Mar 29, 2026 6:26 am
- Forum: Modding interface requests
- Topic: BeaconPrototype.profile but for modules
- Replies: 6
- Views: 1371
- Sun Mar 29, 2026 6:22 am
- Forum: Modding interface requests
- Topic: Multi-Channel Surface Effects
- Replies: 4
- Views: 925
- Sun Mar 29, 2026 6:18 am
- Forum: Modding interface requests
- Topic: Plant Harvesting Productivity Modifier
- Replies: 4
- Views: 826
- Sun Mar 29, 2026 6:07 am
- Forum: Modding interface requests
- Topic: LuaEntity::register_on_signal_changed
- Replies: 3
- Views: 695
- Sun Mar 29, 2026 6:03 am
- Forum: Modding interface requests
- Topic: Roboport "accepted_bots" or categories
- Replies: 3
- Views: 643
- Sun Mar 29, 2026 5:59 am
- Forum: Modding interface requests
- Topic: Beacon categories for checking the beacon_counter
- Replies: 2
- Views: 533
- Sun Jun 22, 2025 2:45 am
- Forum: Ideas and Suggestions
- Topic: Decider combinator: Duplicate condition
- Replies: 6
- Views: 1700
Re: Decider combinator: Duplicate condition
+1, when inputting some 18+ complex conditions it's a little hard to do.
Honestly, i would rather the ability to type in a logic statement by hand. But something to make strong up conditions is definitely needed.
I would suggest opening a thread for this option too. That way we get more angles ...
Honestly, i would rather the ability to type in a logic statement by hand. But something to make strong up conditions is definitely needed.
I would suggest opening a thread for this option too. That way we get more angles ...
- Sat Jun 21, 2025 7:52 pm
- Forum: Ideas and Suggestions
- Topic: Give agricultural towers separate circuit toggles for planting and harvesting
- Replies: 26
- Views: 6150
Re: More Circuit Conditions for the Agricultural Tower
+1, seeding/harvesting could be separated.
- Sat Jun 21, 2025 6:51 pm
- Forum: Ideas and Suggestions
- Topic: Small QOL. Pipette circuits "constant number"
- Replies: 1
- Views: 402
Re: Small QOL. Pipette circuits "constant number"
I want to give this my +1, was just about to make a new thread about it.
- Sat Jun 21, 2025 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Batch signal constant combinator selection.
- Replies: 0
- Views: 337
Batch signal constant combinator selection.
TL;DR
Make ctrl+click allow selecting multiple signals.
What?
In some circuit network builds, a need arises to select multiple signals (for listing priorities, listening/filtering/storing specific signals in different spots).
In such cases, selecting each single signal becomes tedious, in part ...
Make ctrl+click allow selecting multiple signals.
What?
In some circuit network builds, a need arises to select multiple signals (for listing priorities, listening/filtering/storing specific signals in different spots).
In such cases, selecting each single signal becomes tedious, in part ...
- Sat Jun 21, 2025 2:41 pm
- Forum: Implemented Suggestions
- Topic: New circuit network signal: Science
- Replies: 3
- Views: 1458
Re: New circuit network signal: Science
This seems to have been made possible at some point. Can this thread be moved to implemented?
- Thu Jun 19, 2025 6:22 pm
- Forum: Implemented mod requests
- Topic: Limit inventory stack size in a container
- Replies: 2
- Views: 1129
- Wed Jun 11, 2025 5:05 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Character.integration_patch renders sometimes
- Replies: 2
- Views: 2039
- Fri Jun 06, 2025 4:17 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Character.integration_patch renders sometimes
- Replies: 2
- Views: 2039
[2.0.55] Character.integration_patch renders sometimes
When setting a character's integration patch, it can be seen in menu simulations:
But not in game:
Example mod:
But not in game:
Example mod:
- Thu Jun 05, 2025 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Negative quality bonus on craft
- Replies: 9
- Views: 3542
Re: Negative quality bonus on craft
It does sound like an interesting mechanic. Overhauls could have a field day with it.
- Wed Jun 04, 2025 4:49 am
- Forum: Ideas and Suggestions
- Topic: Negative quality bonus on craft
- Replies: 9
- Views: 3542
Re: Negative quality bonus on craft
+1
This could allow for tiered progression of buildings, starting from negative qualities (which retain usefulness even in late game) and buildings with positive quality
This could allow for tiered progression of buildings, starting from negative qualities (which retain usefulness even in late game) and buildings with positive quality
- Tue Jun 03, 2025 3:47 pm
- Forum: Implemented mod requests
- Topic: Limit inventory stack size in a container
- Replies: 2
- Views: 1129
Limit inventory stack size in a container
It would be neat to be able to modify an inventory to have a custom stack size that applied globally to all of its slots.
This could come in useful when designing containers that hold smaller than normal stack sizes (mini-chests, mini-trains) that are capable of holding many different kinds of ...
This could come in useful when designing containers that hold smaller than normal stack sizes (mini-chests, mini-trains) that are capable of holding many different kinds of ...
- Sun May 18, 2025 4:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 1597
Re: [2.0.49]Unexpected linked-container performance hit
I profiled the save file and found some areas to improve for the next release.
I might be missing something here but just wanted to report that I tested the same setup in 2.0.50 (180K linked chests all linked to the same inventory and 100 inserters). I think now not only the save-scrambled ...
- Thu May 15, 2025 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 1597
Re: [2.0.49]Unexpected linked-container performance hit
Thanks for all your work 
- Thu May 15, 2025 1:35 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.49]Unexpected linked-container performance hit
- Replies: 7
- Views: 1597