Search found 331 matches
- Fri Oct 03, 2025 2:33 am
- Forum: Releases
- Topic: Version 2.0.67
- Replies: 18
- Views: 6571
Re: Version 2.0.67
Hmmm splitters with circuit connection can't watch its content on belt just like common belt, not handy
I decided that reading content of a splitter would be useless because it would have to read content of both input half-belts and both output half-belts. Just place a transport-belt near ...
- Tue Sep 30, 2025 10:36 pm
- Forum: Ideas and Suggestions
- Topic: Allow quality range conditions in circuit conditional GUIs
- Replies: 0
- Views: 98
Allow quality range conditions in circuit conditional GUIs
TL;DR
Allow the quality range setting seen on inserter and splitter filters to be used in circuit control GUIs, like decider and arithmetic combinators, enable/disable circuit settings, etc.
What?
I would like to use the :any-quality:, >, <, =, >=, <=, ~= quality evaluators inside of signal ...
Allow the quality range setting seen on inserter and splitter filters to be used in circuit control GUIs, like decider and arithmetic combinators, enable/disable circuit settings, etc.
What?
I would like to use the :any-quality:, >, <, =, >=, <=, ~= quality evaluators inside of signal ...
- Tue Sep 30, 2025 2:27 am
- Forum: Releases
- Topic: Version 2.0.69
- Replies: 14
- Views: 3915
Re: Version 2.0.69
nice
- Mon Sep 29, 2025 6:42 am
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 9
- Views: 482
Re: Disable quality chances per item in a recipes results
Proposed solution of "ignored_by_quality" being an integer has a fundamental flaw that makes it impossible to add: if a recipe would finish, due to value of this field it coukd happen that X items of better quality and Y items of original quality would be given but they would have to be both given ...
- Mon Sep 29, 2025 5:19 am
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 9
- Views: 482
Re: Disable quality chances per item in a recipes results
+1, this would be a good usecase for the ignored_by_quality flag on results
- Tue Sep 23, 2025 8:09 pm
- Forum: Modding interface requests
- Topic: Module slots for Agricultural Towers
- Replies: 8
- Views: 699
Re: Module slots for Agricultural Towers
I could maybe see speed only affecting the movements of the tower, and productivity/quality only affecting when a tower harvests something but... eh. It seems like a lot of work for not much payoff. Not that I'm saying it wouldn't be cool, but probably out of scope.
- Sat Sep 20, 2025 9:50 pm
- Forum: Implemented mod requests
- Topic: Access to file manipulation in data stage
- Replies: 4
- Views: 1285
Re: Access to file manipulation in data stage
They specified data stage, not control stage. +1
- Thu Sep 18, 2025 5:22 am
- Forum: Modding interface requests
- Topic: Make FluidPrototype implement fuel_category
- Replies: 2
- Views: 337
Re: Make FluidPrototype implement fuel_category
This would be a much more interesting take on the 'allow fluid filters' request, I like it. +1
- Thu Sep 18, 2025 5:20 am
- Forum: Implemented mod requests
- Topic: Fluid wagon connection category
- Replies: 5
- Views: 579
Re: Fluid wagon connection category
Not NPT compatibility hell again
But +1, actually
But +1, actually
- Sat Sep 13, 2025 6:13 pm
- Forum: Modding interface requests
- Topic: Add option to adjust minimal speed and energy consumption of a CraftingMachinePrototype
- Replies: 4
- Views: 601
Re: Adjustable cap for efficiency module power use reduction
+1, perhaps also a custom maximum level as well (like +400%)
- Thu Sep 11, 2025 4:37 pm
- Forum: Implemented mod requests
- Topic: previous_target for on_marked_for_upgrade
- Replies: 2
- Views: 814
Re: previous_target for on_marked_for_upgrade
Thats an awesome fix. Thank you!Bilka wrote: Thu Sep 11, 2025 2:17 pm While it won't help with your mod anymore since redo is now part of the base game, I still added previous_target and previous_quality to the on_marked_for_upgrade event for 2.0.67.
- Thu Sep 11, 2025 5:21 am
- Forum: Modding interface requests
- Topic: Assigning multiple fluidboxes
- Replies: 3
- Views: 340
Re: Assigning multiple fluidboxes
Dang. Strange, but okGizzmohammer wrote: Thu Sep 11, 2025 2:15 amUnfortunately you can't mix automatic and manual modes, it throws an errorprotocol_1903 wrote: Wed Sep 10, 2025 5:48 am You might be able to do it in the current implementation by setting just the water fluidbox and leaving the fluidbox index for the other fluid blank.
- Thu Sep 11, 2025 5:19 am
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 680
Re: Make FusionGeneratorPrototype implement burns_fluid
Any chance that could get added to electrical energy sources in general to solve the similar boiler case mentioned?Bilka wrote: Wed Sep 10, 2025 11:47 am I've added FusionGeneratorPrototype::effectivity for 2.0.67 just in case it's useful.
- Wed Sep 10, 2025 5:51 am
- Forum: Modding interface requests
- Topic: Scaling the Health Effects of Crafting Machines
- Replies: 5
- Views: 556
Re: Scaling the Health Effects of Crafting Machines
I feel like a variable effect might be computation intensive, although this does seem like an edge case where partial power availability should not activate the effect.
- Wed Sep 10, 2025 5:48 am
- Forum: Modding interface requests
- Topic: Assigning multiple fluidboxes
- Replies: 3
- Views: 340
Re: Assigning multiple fluidboxes
You might be able to do it in the current implementation by setting just the water fluidbox and leaving the fluidbox index for the other fluid blank. But yeah, a proper way to do it would be nice
- Tue Sep 09, 2025 5:52 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 680
Re: Make FusionGeneratorPrototype implement burns_fluid
Clarify what you mean? ElectricEnergySourcePrototype has no efficiency value.
Ah, I thought ElectricEnergySourcePrototype had effectivity (i get the two names mixed up). Apparently it's only a property of burner and fluid energy sources. I believe that lever would allow you to do what you ...
- Tue Sep 09, 2025 4:19 pm
- Forum: Implemented mod requests
- Topic: Make FusionGeneratorPrototype implement burns_fluid
- Replies: 9
- Views: 680
Re: Make FusionGeneratorPrototype implement burns_fluid
On a similar note, I'd like if BoilerPrototype could have its output value overridden. It's the cleanest way to turn one fluid into another and consume energy in the process, but the output speed and output ratio both depend on the relative heat capacities of the input and output fluids. Being ...
- Tue Sep 09, 2025 4:16 pm
- Forum: Implemented mod requests
- Topic: Improve data:extend's error message (or support the common misuse)
- Replies: 3
- Views: 214
Re: Improve data:extend's error message (or support the common misuse)
I feel like only allowing a table input to `data:extend` is fine. Nothing is lost by preventing just one prototype to be input
- Tue Sep 09, 2025 4:15 pm
- Forum: Modding interface requests
- Topic: Allow LightningAttractorPrototype to support negative efficiency
- Replies: 9
- Views: 777
Re: Allow LightningAttractorPrototype to support negative efficiency
I'd say if it doesn't have enough energy available in the buffer, then the entity should explode. That, or some trigger event should be triggered, so that any number of effects can be defined (like how nuclear reactors explode, but burners dont).
- Tue Sep 09, 2025 4:13 pm
- Forum: Modding interface requests
- Topic: Add saturation and brightness as a field when definining animations/icons/any sort of image where you can define tint
- Replies: 1
- Views: 303
Re: Add saturation and brightness as a field when definining animations/icons/any sort of image where you can define tin
This is because you are using a color mask on the item/entity. For color masks to work properly, the layer it is masking should be completely white. Otherwise, certain bands of color are applied in different amounts. This won't be changed, because it allows for color masks to have blends and fades ...