... or you just set the selection_box of that dummy furnace
For example like this:
local selection_box
-- change furnaces to allow for multiple ingredient recipes
for name, prototype in pairs(data.raw.furnace) do
local newfurnace = table.deepcopy(prototype)
selection_box = newfurnace.selection_box
newfurnace.type = "assembling-machine"
newfurnace.source_inventory_size = 2
newfurnace.energy_source.emissions_per_minute = 2
newfurnace.energy_usage = "0.2MW"
data.raw.furnace[name] = nil
data:extend({ newfurnace })
end
-- add a dummy recipe-category prototype that we can put our dummy furnace in.
data:extend({
{ type = "recipe-category", name = "dummy" }
})
-- add a dummy furnace prototype, the game needs at least 1 defined apparently.
-- check if we've already created the dummyfurnace (should only happen if release branch and dev branch are both active)
-- and if we have, change the name of the new dummyfurnace prototype to be unique.
local num_of_dummy_furnaces = 0
for name, prototype in pairs(data.raw["assembling-machine"]) do
if string.match(prototype.name, "wlw-dummy-furnace") then
num_of_dummy_furnaces = num_of_dummy_furnaces + 1
end
end
local dummyfurnace =
{
type = "furnace",
name = "wlw-dummy-furnace" .. num_of_dummy_furnaces,
icon = "base/graphics/icons/stone-furnace.png",
icon_size = 64,
icon_mipmaps = 4,
energy_source = { type = "electric", usage_priority = "secondary-input" },
energy_usage = "0.1KJ",
crafting_speed = 1,
crafting_categories = { "dummy" },
source_inventory_size = 1,
result_inventory_size = 1,
selection_box = selection_box
}
data:extend({ dummyfurnace })
I tested this. It works for me.