Search found 727 matches

by curiosity
Tue Jan 20, 2026 11:15 am
Forum: Modding interface requests
Topic: Prototype flag for damage immunity
Replies: 2
Views: 211

Re: Prototype flag for damage immunity

trigger_target_mask?
by curiosity
Fri Jan 16, 2026 5:38 am
Forum: Resolved Requests
Topic: inifinite_depletion_amount small error
Replies: 6
Views: 365

Re: inifinite_depletion_amount small error

Osmo wrote: Thu Jan 15, 2026 11:56 pm The bigger problen is that its unclear what is lowered
The amount of the resource. Seems obvious, but I guess that's just me.
by curiosity
Thu Jan 15, 2026 4:51 pm
Forum: Resolved Requests
Topic: inifinite_depletion_amount small error
Replies: 6
Views: 365

Re: inifinite_depletion_amount small error

Missing comma, yeah.
by curiosity
Mon Jan 12, 2026 1:25 pm
Forum: Won't implement
Topic: RecipePrototype, add ProductPrototype functionality to IngredientPrototype to create true catalysts.
Replies: 6
Views: 527

Re: RecipePrototype, add ProductPrototype functionality to IngredientPrototype


What would "probabiliy" mean? If a probability roll would fail, would that mean the ingredient is not consumed? That would require extra handling for cases when recipe is changed and ingredients are refunded to avoid cases where ingredient would be returned when it was not consumed.

You can do ...
by curiosity
Fri Jan 02, 2026 11:00 am
Forum: Modding interface requests
Topic: Multistage technology triggers
Replies: 5
Views: 517

Re: Multistage technology triggers


“Or” technologies can be implemented by having two different Technologies that grant the same effect.

Not without scripting, since they can't unlock the same technology.

What the request appears to be aimed at is compactness (there's already a request for alternative prerequisites). But then ...
by curiosity
Tue Dec 16, 2025 4:34 pm
Forum: Resolved Requests
Topic: cancel_crafting works in unexpected ways
Replies: 4
Views: 416

Re: cancel_crafting works in unexpected ways

And it works the same as the player manually cancelling. That's hardly unexpected.
by curiosity
Tue Dec 16, 2025 12:20 pm
Forum: Modding interface requests
Topic: List setting
Replies: 4
Views: 1528

Re: List setting

Even if it's just a list of an existing setting type, still very useful. Can't count on the player entering a correctly-delimited list. Not to mention the validation potential for things like numbers and dropdowns.

The prototype setting type should be a completely separate request, it seems useful ...
by curiosity
Mon Dec 15, 2025 5:00 pm
Forum: Modding interface requests
Topic: An API parameter for max amount of logistic groups on a container
Replies: 1
Views: 225

Re: An API parameter for max amount of logistic groups on a container

Seems to me like max_logistic_slots should instead apply across all groups combined. Doesn't make much sense to me to have the maximum be per group.
by curiosity
Fri Dec 12, 2025 7:57 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 51
Views: 7599

Re: QualityPrototype extended

Stargateur wrote: Fri Dec 12, 2025 7:27 pm No
Now go and actually click that link in the header.
by curiosity
Fri Dec 12, 2025 1:00 pm
Forum: Modding interface requests
Topic: QualityPrototype extended
Replies: 51
Views: 7599

Re: QualityPrototype extended

Stargateur wrote: Fri Dec 12, 2025 11:54 am there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.
A furnace is a crafting machine.
by curiosity
Wed Nov 26, 2025 6:43 am
Forum: Documentation Improvement Requests
Topic: ProductionHealthEffect needs a short explanation
Replies: 1
Views: 300

Re: ProductionHealthEffect needs a short explanation

Need a better explanation than that. What counts as "producing"/"not producing"? From what I've seen people say, there are unobvious exceptions and it's not an exhaustive set.
by curiosity
Sat Nov 15, 2025 9:03 pm
Forum: Modding interface requests
Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
Replies: 6
Views: 713

Re: A way to toggle fluid temperature affecting crafting speed

BraveCaperCat wrote: Sat Nov 15, 2025 6:50 pm Related does not mean Duplicate of.
I didn't say it does.
by curiosity
Sat Nov 15, 2025 5:31 pm
Forum: Modding interface requests
Topic: A way to toggle fluid temperature affecting crafting speed (corrected/answered)
Replies: 6
Views: 713

Re: A way to toggle fluid temperature affecting crafting speed


Related: 123821

It's not related.

It makes sense that fluid temperature affects crafting speed by default, but I want to make a steam powered plant grower and harvester and it makes no sense for fluid temperature to affect how quickly plants grow. I searched the modding API for anything like ...
by curiosity
Fri Nov 14, 2025 2:47 pm
Forum: Modding interface requests
Topic: LuaControl.can_place_tile
Replies: 4
Views: 551

Re: LuaControl.can_place_tile

Surely you'd want can_place_tiles more. I don't imagine it's often the case that you want to check only a single tile.

(also, can_place_entity is found in LuaPlayer and LuaSurface, not in LuaControl; I'd expect you want the tile function for both)

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