Search found 235 matches
- Mon Jun 09, 2025 3:14 am
- Forum: Modding interface requests
- Topic: allow AssemblingMachinePrototype.fixed_quality regardless of fixed_recipe
- Replies: 0
- Views: 30
allow AssemblingMachinePrototype.fixed_quality regardless of fixed_recipe
I'd like to be able to make a machine that automatically forces the recipes produced to a specific quality, but not need to specify the recipe for it. I'd also like this functionality to be extended to furnaces such that you can have quality 'upgraders' and 'downgraders'. Tertially, it would be ...
- Thu Jun 05, 2025 5:02 am
- Forum: Ideas and Suggestions
- Topic: Negative quality bonus on craft
- Replies: 9
- Views: 1798
Re: Negative quality bonus on craft
Exactly what I thought, I always wondered what a system with Inverted Quality and normal Quality would be like.Kabury wrote: Wed Jun 04, 2025 4:49 am +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
- Thu Jun 05, 2025 4:59 am
- Forum: Modding interface requests
- Topic: BeaconPrototype.profile but for modules
- Replies: 5
- Views: 576
Re: BeaconPrototype.profile but for modules
Oh, so every entity's module profile is limited to its own modules? Beacons don't affect it?
Correct, at least the way I envision it. Beacons would profile their modules, then those profiled effects are transmitted as normal. This sort of system would benefit more beacons per machine, and be ...
- Wed Jun 04, 2025 12:29 am
- Forum: Mod portal Discussion
- Topic: Embedded video
- Replies: 2
- Views: 1329
Re: Embedded video
Any update on this? Been a while, would like to embed youtube/webm videos on mod pages
- Wed Jun 04, 2025 12:25 am
- Forum: Modding interface requests
- Topic: BeaconPrototype.profile but for modules
- Replies: 5
- Views: 576
Re: BeaconPrototype.profile but for modules
And what of the modules in beacons? Do they count? Does the count get multiplied by the beacon's effect multiplier, resulting in a fractional number? How are you going to define a profile then?
The beacon uses the same profile as other machines. It's transmitted results reflect those of the ...
- Wed Jun 04, 2025 12:06 am
- Forum: Modding interface requests
- Topic: BeaconPrototype.profile but for modules
- Replies: 5
- Views: 576
BeaconPrototype.profile but for modules
As stated in title, I'd like modules to have a profile. I'm still unsure of the implementation, whether it would be summed based on the number of that module, that module category (productivity, speed, quality, or custom categories), or based on total number of modules in the entity, or if it should ...
- Mon Jun 02, 2025 2:19 am
- Forum: Modding interface requests
- Topic: Option for LuaRendering to flash like alerts
- Replies: 3
- Views: 316
Re: Option for LuaRendering to flash like alerts
+1, I am going to be implementing an alert in the coming weeks and I thought this was already a feature but apparently not. I'd also like to use this in another mod where pausing in editor mode makes it break. Alternatively, a 'paused_tick' or some other type of on_tick event that supports ticks ...
- Mon Jun 02, 2025 1:17 am
- Forum: Modding interface requests
- Topic: Event for wire connected/disconnected to entity
- Replies: 23
- Views: 5848
Re: Event for wire connected/disconnected to entity
In that case, I'm making a mod to apply a different set of default settings for machines, which can be either entity settings or circuit settings. The plan is to have circuit settings only apply when a wire is connected, but as of right now that's not possible. So it's either some hacky way to get ...
- Sun Jun 01, 2025 12:07 am
- Forum: Modding interface requests
- Topic: Loaders create full belt stacks
- Replies: 2
- Views: 249
Loaders create full belt stacks
Similar to MiningDrillPrototype.drops_full_belt_stakcs , I had a user a while back on my mod Stacking Loaders ask for the ability to make the loaders only output full stacks instead of just creating the stacks as high as possible with whatever's avaliable. This obviously isn't possible with the ...
- Sun Jun 01, 2025 12:01 am
- Forum: Ideas and Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 9
- Views: 819
Re: New mod dependency category to be downloaded by default
+1, from a dev that does a lot of compatibility fixes between mods it would be very nice to properly recommend mods that play well together and complement each other instead of grouping those with the optional dependencies where I just note that the linked mods are supported.
- Sat May 31, 2025 11:43 pm
- Forum: Modding interface requests
- Topic: Event for wire connected/disconnected to entity
- Replies: 23
- Views: 5848
Re: Event for wire connected/disconnected to entity
There's been a large number of these type of requests over the years (i count 10+) was there any resolution to this? Perhaps it could be called naturally after `on_built` events, and if mods add/modify circuit connections it could have an option to `raise_connected` just like how `surface.create ...
- Sun May 25, 2025 9:48 pm
- Forum: Modding interface requests
- Topic: Add player to research manipulation events
- Replies: 2
- Views: 321
Re: Add player to research manipulation events
+1, more interactions please
- Sun May 25, 2025 3:11 am
- Forum: Documentation Improvement Requests
- Topic: option to filter LuaEntity members by entity type
- Replies: 4
- Views: 351
Re: option to filter LuaEntity members by entity type
+1, i am not quite a fan of synonym searching the docs page every time i want to find something.
- Fri May 23, 2025 8:34 pm
- Forum: Modding interface requests
- Topic: Add prototype descriptor to error function
- Replies: 8
- Views: 587
Re: Add prototype descriptor to error function
Ah yes, i see. Yes, that would be awesome
- Fri May 23, 2025 6:43 pm
- Forum: Modding interface requests
- Topic: Add prototype descriptor to error function
- Replies: 8
- Views: 587
Re: Add prototype descriptor to error function
I thought i knew whet was being requested but know i dont... can you explain the proposed error message again?
- Thu May 22, 2025 9:37 pm
- Forum: Modding interface requests
- Topic: Support drag to reorder for GUI Elements
- Replies: 6
- Views: 353
Re: Support drag to reorder for GUI Elements
+1, would greatly help for train stop like UIs where reordering is a main use case
- Mon May 19, 2025 7:10 pm
- Forum: Releases
- Topic: Version 2.0.51
- Replies: 3
- Views: 3670
Re: Version 2.0.51
Explains why a human posted it, thanks for the new tool!Sanqui wrote: Mon May 19, 2025 12:39 pm The automated forum post bugged out, hence the link was not included in the announcement. This shouldn't be a normal occurrence in the future!
- Mon May 12, 2025 6:48 pm
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 9
- Views: 5250
Re: Version 2.0.48
Modding
Added the "valve" entity type.
Added AgriculturalTowerPrototype::accepted_seeds.
Scripting
Added LuaEntity::valve_threshold_override read/write.
Added LuaEntityPrototype::valve_mode read, LuaEntityPrototype::valve_threshold read, and LuaEntityPrototype::get_valve_flow_rate ...
- Mon May 12, 2025 6:46 pm
- Forum: Releases
- Topic: Version 2.0.49
- Replies: 4
- Views: 5112
Re: Version 2.0.49
Indeed!!!planetfall wrote: Mon May 12, 2025 6:44 pmDoes this mean that inter-mod compatibility no longer requires you to create dozens of recipe categories with names like "cryogenics-or-armory-or-basic-chemistry"?Added RecipePrototype::additional_categories.
- Mon May 12, 2025 6:31 pm
- Forum: Modding interface requests
- Topic: Add prototype descriptor to error function
- Replies: 8
- Views: 587
Re: Add prototype descriptor to error function
+1. Would also greatly help for dynamic/automatic mods that create/modify entities ad nauseum.