Search found 704 matches
- Sun Nov 09, 2025 4:01 am
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 20
- Views: 1180
Re: Disable quality chances per item in a recipes results
Of course these would need to respect what quality levels are supported (and possibly unlocked) so a normal quality recipe bumped by -1 would result in normal items, and a legendary recipe bumped +1 would result in legendary items.
Or those recipe variants just aren't available. To reduce ...
- Fri Nov 07, 2025 7:57 pm
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 20
- Views: 1180
Re: Disable quality chances per item in a recipes results
On the second thought, just checking that no character shares the crafting category with the recipe might be enough.
- Sun Nov 02, 2025 7:20 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 568
Re: Hide Fill Barrel Recipes From Signals
I am not contradicting myself. There is some magic inside of the assembler logic since it tries to select recipes using item signals, however with barreling specifically there is no such magic due to catalysts involved and so we require recipe signals to be present because assembler with set ...
- Sun Nov 02, 2025 6:37 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 568
Re: Hide Fill Barrel Recipes From Signals
There is no item/recipe black magic here. Barreling recipes and unbarreling recipes cannot be selected by the item signal because those recipes do not create new items (due to catalysts), and as such the only way to select correct recipes is by sending a recipe signal. If those recipe signals ...
- Sun Nov 02, 2025 5:37 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 568
Re: Hide Fill Barrel Recipes From Signals
So the item/recipe merging black magic strikes again. Imagine if instead it was sanely explicitly specified in the prototype.
- Thu Oct 30, 2025 11:11 am
- Forum: Documentation Improvement Requests
- Topic: on_player_banned nil player_index
- Replies: 5
- Views: 326
Re: on_player_banned nil player_index
The event documentation already specifies the player_index as optional, if that was missed - would an extra comment about one of the ways it might not be provided be useful?
I’ve found when comments like that exist, people take them to mean “this is the *only* time this happens” when that isn’t ...
- Wed Oct 29, 2025 6:18 pm
- Forum: Modding interface requests
- Topic: Gui element that shows script inventory
- Replies: 8
- Views: 458
Re: Gui element that shows script inventory
Can you provide any more details about your application and why an invisible container entity with interactions disabled is insufficient? A script could cause the player to open the container's gui even if the container itself is not clickable. The contents can be stored in the invisible container ...
- Tue Oct 28, 2025 4:05 am
- Forum: Documentation Improvement Requests
- Topic: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output
- Replies: 4
- Views: 274
Re: [2.0.72] manually advancing the crafting progress on a quality recipe makes normal quality output
"Note: if this starts the crafting process, result_quality will not be set automatically and will default to normal, even for quality recipes."
But it's pretty stupid that a quality recipe has no inherent quality to it.
But it's pretty stupid that a quality recipe has no inherent quality to it.
- Mon Oct 20, 2025 5:17 am
- Forum: Modding interface requests
- Topic: Targeted Fast Replace
- Replies: 1
- Views: 182
- Sun Oct 19, 2025 6:23 pm
- Forum: Resolved Requests
- Topic: Detail of feature flags
- Replies: 9
- Views: 633
Re: Detail of feature flags
Answer: No, because helpers.is_valid_sprite_path("__base__/../space-age/thumbnail.png") is not usable in prototype stage.
and even it does, you probablly cannot use it for detection purpose at all.
To be fair, being able to do that's a sandbox violation and should be fixed ( or made properly a ...
- Wed Oct 15, 2025 5:18 pm
- Forum: Resolved Requests
- Topic: Detail of feature flags
- Replies: 9
- Views: 633
Re: Detail of feature flags
Duplicate of viewtopic.php?t=125552
- Sun Oct 05, 2025 4:41 am
- Forum: Modding interface requests
- Topic: More Ingredient/Product types
- Replies: 6
- Views: 375
Re: More Ingredient/Product types
In that case be more particular about where you put your recipes? You can always make a biochamber only and chemplant only one, and I think most modded recipes won't run into that issue. I believe that your problem here is trying to keep the one recipe instead of just swapping it between the two ...
- Mon Sep 29, 2025 4:33 pm
- Forum: Modding interface requests
- Topic: Disable quality chances per item in a recipes results
- Replies: 20
- Views: 1180
Re: Disable quality chances per item in a recipes results
At most what i could make is a quality_behavior on item product prototype with 3 options: "default" (for current behavior), "no_bump" for product not affected by quality but preserving input quality, and "set_normal" that would always give normal quality product regardless of ingredients quality ...
- Mon Sep 29, 2025 4:28 pm
- Forum: Modding interface requests
- Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
- Replies: 9
- Views: 1126
Re: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
I don't have a use case, it's just something (or lack thereof) I see every so often in mods. Recently I've been reminded of Discovery Tree.
With what you have outlined, the only resort aside from your idea seems to be involving the player. Like Discovery Tree does, include a way to prepare for mod ...
With what you have outlined, the only resort aside from your idea seems to be involving the player. Like Discovery Tree does, include a way to prepare for mod ...
- Mon Sep 29, 2025 3:56 am
- Forum: Modding interface requests
- Topic: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
- Replies: 9
- Views: 1126
Re: Mod-associated permanent-state "garbage collection" via some means (not sure what would make sense, though)
I second this request. I think it would be most easily achompplished with a single lua file removal_migration.lua or something. The code in there would be like a migration script except it couldn't have any imports which would allow the file to run without the mod as long as it was saved into the ...
- Tue Sep 23, 2025 7:17 am
- Forum: Resolved Requests
- Topic: Make CarPrototype implement radar_range
- Replies: 5
- Views: 606
Re: Make CarPrototype implement radar_range
Do note that it's the spider units (e.g. pentapods) that have radar_range. Spider vehicles have one and only chunk_exploration_radius, which is exactly how the vanilla defines it in its prototype code. There is no overlap.
- Sat Sep 20, 2025 7:43 pm
- Forum: Implemented mod requests
- Topic: Add a custom/scriptable TechnologyTrigger
- Replies: 9
- Views: 977
Re: Type impossible for TechnologyTrigger
You can tell from the post titles that another thread has been merged into this one.
- Sat Sep 20, 2025 7:36 am
- Forum: Modding interface requests
- Topic: surface_conditions For Tile prototype
- Replies: 5
- Views: 473
Re: surface_conditions For Tile prototype
Put a surface condition on the plants themselves. Problem solved.
- Sat Sep 20, 2025 7:21 am
- Forum: Implemented mod requests
- Topic: Add a custom/scriptable TechnologyTrigger
- Replies: 9
- Views: 977
- Fri Sep 12, 2025 6:42 pm
- Forum: Won't implement
- Topic: Add a return type to helpers.check_prototype_translations()
- Replies: 4
- Views: 746
Re: Add a return type to helpers.check_prototype_translations()
Though IDK if this was changed in 2.0, but identity is not guaranteed for locale, unlike the rest of the mod files. It's ignored when computing mod checksum and such.