Search found 727 matches
- Wed Jan 21, 2026 6:02 pm
- Forum: Won't implement
- Topic: Cannot build on [surface] event trigger
- Replies: 3
- Views: 263
Re: Cannot build on [surface] event trigger
Duplicate of viewtopic.php?t=102963
- Tue Jan 20, 2026 10:22 pm
- Forum: Modding interface requests
- Topic: Suggested / Compatibility / Integration type flag for mod developers
- Replies: 4
- Views: 318
- Tue Jan 20, 2026 9:59 pm
- Forum: Modding interface requests
- Topic: Dependency flag for loading before another mod
- Replies: 2
- Views: 218
- 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?
- Mon Jan 19, 2026 9:21 am
- Forum: Modding interface requests
- Topic: Ability to add blueprint to my blueprint library
- Replies: 1
- Views: 183
- 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
The amount of the resource. Seems obvious, but I guess that's just me.
- 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.
- 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 ...
- 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 ...
- 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.
- 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 ...
The prototype setting type should be a completely separate request, it seems useful ...
- Tue Dec 16, 2025 12:09 pm
- Forum: Modding interface requests
- Topic: A new "on_module_inventory_changed" event
- Replies: 1
- Views: 253
- 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.
- Fri Dec 12, 2025 7:57 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 51
- Views: 7599
Re: QualityPrototype extended
Now go and actually click that link in the header.
- Fri Dec 12, 2025 1:00 pm
- Forum: Modding interface requests
- Topic: QualityPrototype extended
- Replies: 51
- Views: 7599
Re: QualityPrototype extended
A furnace is a crafting machine.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.
- Wed Dec 10, 2025 11:20 am
- Forum: Modding interface requests
- Topic: Alternative technology prerequisite
- Replies: 1
- Views: 252
- 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.
- 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
I didn't say it does.
- 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 ...
- 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)
(also, can_place_entity is found in LuaPlayer and LuaSurface, not in LuaControl; I'd expect you want the tile function for both)