Similar to inserter stack size bonuses and lab speed bonuses, it'd be quite helpful to be able to custom build modifiers to edit things not currently allowed by the vanilla game.
An example of this would be part of a mod I'm trying to develop a bit more. I was attempting to add a tech that increases the speed of belts, inserters, and assembling machines across the board for all mods and vanilla content when I ran into this seemingly hard-coded wall.
Allow custom modifiers
- Galacticruler
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Allow custom modifiers
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- bobingabout
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Re: Allow custom modifiers
I think the one I'd like to see more than any is.... larger inventory size.
Re: Allow custom modifiers
That's not how any of this works
In order for something like that to work we would need to implement it for every entity that supported it along with saving and loading of the bonuses for every thing added. It's not likely to happen anytime soon.
As for the inventory bonus: that's already in 0.13.
In order for something like that to work we would need to implement it for every entity that supported it along with saving and loading of the bonuses for every thing added. It's not likely to happen anytime soon.
As for the inventory bonus: that's already in 0.13.
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- bobingabout
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Re: Allow custom modifiers
I actually try to tell people this sort of thing quite often.Rseding91 wrote:In order for something like that to work we would need to implement it for every entity that supported it along with saving and loading of the bonuses for every thing added. It's not likely to happen anytime soon.
There was a joke in the Red Alert 2 (and earlier C&C games in general) to use the tag "canmakestuffup = true", because, well, you were very limited to what you could change.
Anyway, with respect to doing this in factorio, I'm often greeted with "But you can do it in X!", well, factorio isn't X! Factorio is already very versatile with LUA scripting, and everything that is scripting has been accounted for via a game variable, or an event hook, to do more would require more hooks and variables, and dynamic "can make stuff up" hooks aren't here yet.
And even after describing that, they still don't understand why you can't do it.
/rant.
Squee~Rseding91 wrote:As for the inventory bonus: that's already in 0.13.
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Re: Allow custom modifiers
sounds like a dupe of: viewtopic.php?f=25&t=25235
And I'll add the same comment here, the devs could copy the prototypes per force so entities will use the values of the prototype stored in its force and a researched tech will modify the force's prototype.
You won't have more than a handful forces active in a typical game anyway (and only 1 in vanilla)
And I'll add the same comment here, the devs could copy the prototypes per force so entities will use the values of the prototype stored in its force and a researched tech will modify the force's prototype.
You won't have more than a handful forces active in a typical game anyway (and only 1 in vanilla)
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Re: Allow custom modifiers
Actually, 3. player, enemies and neutral.ratchetfreak wrote:You won't have more than a handful forces active in a typical game anyway (and only 1 in vanilla)
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Re: Allow custom modifiers
But only 1 with research actually happening/actually being relevantbobingabout wrote:Actually, 3. player, enemies and neutral.ratchetfreak wrote:You won't have more than a handful forces active in a typical game anyway (and only 1 in vanilla)
Re: Allow custom modifiers
Prototypes are immutable runtime - everything Factorio works on relies on that being true.
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Re: Allow custom modifiers
It shouldn't be that hard to make the prototypes of force-owned entities duplicated per force or at least the parts that aren't stuff like bounding boxes, graphics and such. Then getting the value to use will be entity->force->prototypes->requestedValue instead of global->prototypes->requestedValueRseding91 wrote:Prototypes are immutable runtime - everything Factorio works on relies on that being true.