Trigger technologies can additionally require research
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Trigger technologies can additionally require research
Trigger technologies should also have the option to require research and a trigger. I'd prefer it to be after, so the trigger must be reached before the technology can be researched, but research alongside trigger progress also works. This would allow for things like specifying the player produce 100 u235 and spend some research packs before unlocking the kovarex enrichment process.
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I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
Re: Trigger technologies can additionally require research
You can just make two consecutive technologies.
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Re: Trigger technologies can additionally require research
Yes, but that's besides the point. Its not that you can't do it at all, but that it's not simple and annoying for the player. Who wants to see a tech where you just produce a bunch of stuff to unlock a new tech with the same name, but a research requirement instead?
My idea is to indroduce "staged" techs so that you can have all of this functionality in one technology and not need the awkwardness of multiple sequential technologies
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https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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Re: Trigger technologies can additionally require research
+1, having it all in one would be way better, and way more intuitiveprotocol_1903 wrote: ↑Sun Oct 27, 2024 12:47 am Trigger technologies should also have the option to require research and a trigger. I'd prefer it to be after, so the trigger must be reached before the technology can be researched, but research alongside trigger progress also works. This would allow for things like specifying the player produce 100 u235 and spend some research packs before unlocking the kovarex enrichment process.
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Re: Trigger technologies can additionally require research
Side note, it would be nice to have a multi trigger technology (i.e. produce 100 u235 and 100 u238) for the same technology. I'd assume it would be easier to implement both these ideas at once.
If you need to reach me, message me on discord.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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Re: Trigger technologies can additionally require research
having this would be so nice, i've been meaning to make a request for it myself since its seems like such a no-brainer (and it'd make trigger technologies even more useful in big mods)protocol_1903 wrote: ↑Mon Oct 28, 2024 5:22 pm Side note, it would be nice to have a multi trigger technology (i.e. produce 100 u235 and 100 u238) for the same technology. I'd assume it would be easier to implement both these ideas at once.
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- BraveCaperCat
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Re: Trigger technologies can additionally require research
+1 for both ideas. Having technologies with both UNIT and TRIGGER properties would be great! So would being able to have multiple triggers! Though, I would like it if you could specify a different localization/name for researching and triggering a technology. Specifying which order research and triggers need to be fulfilled would also be nice.
Creator of multiple mods, including Quality Assurance - My most popular one. Expect multiple modding-related questions, answers and other posts.
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Re: Trigger technologies can additionally require research
I hadn't thought about the localization, that would definitely be recommended if trigger and research technologies become more powerful.BraveCaperCat wrote: ↑Thu Oct 31, 2024 1:30 pm I would like it if you could specify a different localization/name for researching and triggering a technology.
Yeah, i think this would definitely be necessary if implemented. It might work without it, but would be easier with.BraveCaperCat wrote: ↑Thu Oct 31, 2024 1:30 pm Specifying which order research and triggers need to be fulfilled would also be nice.
On yet another side note (i have too many) if this idea is implemented, the technology could be represented in 'stages' to the player. E.x. Kovarex Process has 3 stages. First stage is produce 1k u238. Second stage is produce 50 u235. Third stage is dumping a ton of science packs in a lab.
The individual stages are shown in descending order, with steps required to come one after another. (ignore the bad logic in the image)
Then the completion per stage can be shown using a new progress bar, underneath the green technology progress bar (which would show the total completion. So if stage 1 is 50% complete and there are 2 stages, it would be 25% completed) It would fill up based on how completed the current stage is.
If you need to reach me, message me on discord.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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Re: Trigger technologies can additionally require research
My thoughts on this are actually conflicted, because as of now the - undefined, based on what it looks like when you do this - behavior is that you can either unlock a tech via the trigger or the research, and this creates a cool opportunity to make the tech hard, or you can do an optional challenge based on the trigger tech
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Re: Trigger technologies can additionally require research
This is an interesting implementation. I'd be interested in keeping that feature, if possibleArchEzekiel wrote: ↑Thu Oct 31, 2024 6:12 pm this creates a cool opportunity to make the tech hard, or you can do an optional challenge based on the trigger tech
If you need to reach me, message me on discord.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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Re: Trigger technologies can additionally require research
i have nothing to add to this content wise, but for the love of god i so need thisprotocol_1903 wrote: ↑Thu Oct 31, 2024 4:47 pmI hadn't thought about the localization, that would definitely be recommended if trigger and research technologies become more powerful.BraveCaperCat wrote: ↑Thu Oct 31, 2024 1:30 pm I would like it if you could specify a different localization/name for researching and triggering a technology.
Yeah, i think this would definitely be necessary if implemented. It might work without it, but would be easier with.BraveCaperCat wrote: ↑Thu Oct 31, 2024 1:30 pm Specifying which order research and triggers need to be fulfilled would also be nice.
On yet another side note (i have too many) if this idea is implemented, the technology could be represented in 'stages' to the player. E.x. Kovarex Process has 3 stages. First stage is produce 1k u238. Second stage is produce 50 u235. Third stage is dumping a ton of science packs in a lab.
The individual stages are shown in descending order, with steps required to come one after another. (ignore the bad logic in the image)
Then the completion per stage can be shown using a new progress bar, underneath the green technology progress bar (which would show the total completion. So if stage 1 is 50% complete and there are 2 stages, it would be 25% completed) It would fill up based on how completed the current stage is.
coder? i hardly know her!
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Re: Trigger technologies can additionally require research
I am making a mod where having both a trigger tech and a research requirement would improve player experience, so I would also like if this feature was added