I can't seem to figure out the correct way to use this feature either, especially considering the following about the "ingredient of (item) #X" feature:
Cannot be manually chosen; only counting up from #1
Successive ingredients are dependent on the existence of a potential parameter in the list ...
Search found 5 matches
- Tue Dec 03, 2024 3:45 am
- Forum: Gameplay Help
- Topic: How to use "Ingredient of" Parametrised blueprints?
- Replies: 7
- Views: 1581
- Mon Nov 11, 2024 1:15 am
- Forum: Ideas and Suggestions
- Topic: Additional train interrupt conditions
- Replies: 15
- Views: 5354
Re: Additional train interrupt conditions
Echoing my desire for the ability to query against wagon and locomotive count. I've been experimenting with running different-sized trains on my network and having to duplicate my "Refuel" interrupts to send trains to different stations isn't the end of the world... but being able to selectively ...
- Sun Sep 29, 2019 11:40 am
- Forum: Modding help
- Topic: Can I create a custom missable achievement?
- Replies: 5
- Views: 2699
Re: Can I create a custom missable achievement?
Awesome, glad to be of some help! 

- Sun Sep 29, 2019 7:43 am
- Forum: Modding help
- Topic: Can I create a custom missable achievement?
- Replies: 5
- Views: 2699
Re: Can I create a custom missable achievement?
You could try LuaPlayer.build_from_cursor , as it has the following note:
Note : Anything built will fire normal player-built events.
I haven't tested this personally, but I assume this would trigger the achievement miss. Also , since the function uses the current surface, you won't have to ...
- Sun Sep 29, 2019 3:59 am
- Forum: Modding help
- Topic: Can I create a custom missable achievement?
- Replies: 5
- Views: 2699
Re: Can I create a custom missable achievement?
There doesn't appear to be any existing achievement types applicable to what you're trying to accomplish, as I'm sure you've already noticed, so aside from a workaround I don't think it's possible.
I believe the hidden entity spawning is working, but spawning through LuaSurface.create_entity ...
I believe the hidden entity spawning is working, but spawning through LuaSurface.create_entity ...