Search found 235 matches

by protocol_1903
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 ...
by protocol_1903
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

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
Exactly what I thought, I always wondered what a system with Inverted Quality and normal Quality would be like.
by protocol_1903
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 ...
by protocol_1903
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
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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 ...
by protocol_1903
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.
by protocol_1903
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 ...
by protocol_1903
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
by protocol_1903
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.
by protocol_1903
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
by protocol_1903
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?
by protocol_1903
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
by protocol_1903
Mon May 19, 2025 7:10 pm
Forum: Releases
Topic: Version 2.0.51
Replies: 3
Views: 3670

Re: Version 2.0.51

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!
Explains why a human posted it, thanks for the new tool!
by protocol_1903
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 ...
by protocol_1903
Mon May 12, 2025 6:46 pm
Forum: Releases
Topic: Version 2.0.49
Replies: 4
Views: 5112

Re: Version 2.0.49

planetfall wrote: Mon May 12, 2025 6:44 pm
Added RecipePrototype::additional_categories.
Does 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"?
Indeed!!!
by protocol_1903
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.

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