Search found 157 matches

by MrSmoothieHuman
Mon Sep 29, 2025 8:10 am
Forum: Modding interface requests
Topic: Disable quality chances per item in a recipes results
Replies: 7
Views: 275

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 ...
by MrSmoothieHuman
Sat Sep 27, 2025 10:00 am
Forum: Modding interface requests
Topic: Disable quality chances per item in a recipes results
Replies: 7
Views: 275

Disable quality chances per item in a recipes results

I'd like to ask for a way to turn off the chance of getting a better quality item from a recipes outputs, because it can massively intefere with any item-based catalysts in mods.

09-27-2025, 10-54-42.png
Using this recipe as an example - this is the only way to get barium nitrate (and by ...
by MrSmoothieHuman
Wed Sep 24, 2025 10:46 am
Forum: Implemented mod requests
Topic: Add a custom/scriptable TechnologyTrigger
Replies: 9
Views: 712

Re: Add a custom/scriptable TechnologyTrigger

+1, NothingModifiers already exist for the same concept (fake thing that lets you add custom effects)
by MrSmoothieHuman
Thu Sep 18, 2025 4:49 pm
Forum: Modding interface requests
Topic: Make FluidPrototype implement fuel_category
Replies: 2
Views: 310

Re: Make FluidPrototype implement fuel_category

+1, literally have been wanting this for over a year for things like fuel-powered generators
by MrSmoothieHuman
Wed Sep 17, 2025 1:14 pm
Forum: Modding interface requests
Topic: Fluid wagon connection category
Replies: 4
Views: 489

Re: Fluid wagon connection category

+1, seems like a nice feature to have - i can think of a couple mods that'd make good use of this :lol:
by MrSmoothieHuman
Sun Sep 07, 2025 8:30 pm
Forum: Modding interface requests
Topic: Allow LightningAttractorPrototype to support negative efficiency
Replies: 9
Views: 741

Re: Allow LightningAttractorPrototype to support negative efficiency

Bilka wrote: Thu Sep 04, 2025 3:00 pm What happens if there is no more energy left in the energy source?
Presumably it'd just stop working? thats the only way I can see it working personally (presuming you mean "the electric network" in this context :lol: )
by MrSmoothieHuman
Fri Aug 22, 2025 11:10 am
Forum: Modding interface requests
Topic: Allow recipes to start with a productivity bonus
Replies: 5
Views: 470

Re: Allow recipes to start with a productivity bonus


No I couldn't, using control.lua is not great and should only because there is no other way. Hidden tech is in prototype stage and therefore mostly clean. Doing tons of lua code in control.lua to simulate electric interface is not very clean, anything in control.lua that is not using event is not ...
by MrSmoothieHuman
Fri Aug 22, 2025 8:48 am
Forum: Modding interface requests
Topic: Allow recipes to start with a productivity bonus
Replies: 5
Views: 470

Re: Allow recipes to start with a productivity bonus


I don't see why you can't do an hidden tech always unlock. I don't see why dev should add this feature when we can already do it properly. Hidden tech exist for that.

you could say the same for fluid/heat powered buildings, trigger technologies, any modifier that affects an entity (lab speed ...
by MrSmoothieHuman
Thu Aug 21, 2025 6:47 pm
Forum: Modding interface requests
Topic: Allow LightningAttractorPrototype to support negative efficiency
Replies: 9
Views: 741

Re: Allow LightningAttractorPrototype to support negative efficiency

+1, seems like a cool idea - even if it was a separate parameter and not directly “negative efficiency”
by MrSmoothieHuman
Thu Aug 21, 2025 6:03 pm
Forum: Modding interface requests
Topic: Allow recipes to start with a productivity bonus
Replies: 5
Views: 470

Allow recipes to start with a productivity bonus

Recipes already can get productivity bonuses from a modifier technology, so I wanted to ask about the ability to give a recipe an innate productivity bonus? essentially letting you arbitrarily set the bonus to any value in data stage, rather than faking it with hidden, always unlocked technologies ...
by MrSmoothieHuman
Tue Aug 19, 2025 9:48 am
Forum: Ideas and Suggestions
Topic: A settable quality cap on buildings
Replies: 15
Views: 1057

Re: A settable quality cap on buildings

oh thank you! that is close enough to what i wanted to be added
by MrSmoothieHuman
Mon Aug 18, 2025 10:16 am
Forum: Ideas and Suggestions
Topic: A settable quality cap on buildings
Replies: 15
Views: 1057

Re: A settable quality cap on buildings



I’d like to ask about adding a way to set a quality ‘cap’ on buildings, so that a building will never produce something of a quality higher then what the player sets, and anything above the threshold gets turned into the highest possible quality.


So you don't mean the highest possible quality ...
by MrSmoothieHuman
Sun Aug 17, 2025 8:23 pm
Forum: Ideas and Suggestions
Topic: A settable quality cap on buildings
Replies: 15
Views: 1057

Re: A settable quality cap on buildings


Are you saying you want production to work the same way as now, except that items with a lower quality than the cap...just don't get produced?

A gear assembly machine with quality modules would normally it make a lot of normal gears, fewer uncommon gears, fewer rare, even fewer epic...

So with ...
by MrSmoothieHuman
Sun Aug 17, 2025 8:21 pm
Forum: Modding interface requests
Topic: Allow valve prototype to have circuit network connections
Replies: 1
Views: 198

Re: Allow valve prototype to have circuit network connections

+1, anything like this should have a connection to the circuit network
by MrSmoothieHuman
Sat Aug 16, 2025 6:52 pm
Forum: Ideas and Suggestions
Topic: A settable quality cap on buildings
Replies: 15
Views: 1057

Re: A settable quality cap on buildings




This is what the Recycler is for - feed it any Products that you don’t want. You can use a “Quality Level” filter on Inserters/splitters to choose what goes in.

Good Luck!

that still requires extra work to set up, instead of just putting a setting on a building :lol:


That's the point of ...
by MrSmoothieHuman
Sat Aug 16, 2025 3:57 pm
Forum: Ideas and Suggestions
Topic: A settable quality cap on buildings
Replies: 15
Views: 1057

Re: A settable quality cap on buildings

wanted to add onto this now that i've been playing more space age - a quality cap would be even more useful for when you want to make just an uncommon, or rare, or epic build. I've just turned my red and green science builds into quality grinds, so that i can get epic science; however it'd be way ...
by MrSmoothieHuman
Thu Aug 14, 2025 12:26 am
Forum: Modding interface requests
Topic: Add a surface property for a spoilage time multiplier
Replies: 4
Views: 459

Re: Add a surface property for a spoilage time multiplier


Something that *might* be possible is a value that modifies the spoil time on item creation. But it would be permanent for that item and I have no idea how it would interact when merging with other items made on different surfaces.

that sounds pretty good to me! :)
I imagine, if im reading ...
by MrSmoothieHuman
Wed Aug 13, 2025 3:20 pm
Forum: Modding interface requests
Topic: Add a surface property for a spoilage time multiplier
Replies: 4
Views: 459

Add a surface property for a spoilage time multiplier

I'd like to ask about adding a new surface property, which'd affect the amount of time any item on that surface would take to spoil. I imagine it to be implemented as a multiplier, so that if you put `spoilage_time_multiper = 1.5`, any item on the surface would have its timer lengthened by 1.5x.

I ...
by MrSmoothieHuman
Wed Aug 13, 2025 1:34 pm
Forum: Modding interface requests
Topic: Allow spoil_result to spoil into multiple weighted items
Replies: 15
Views: 1904

Re: Allow spoil_result to spoil into multiple weighted items

+1, more spoilage ‘types’ is always nice to have and would make some of my ideas way more possible

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