Ability to change PlanetPrototype.player_effects during runtime

Things that we aren't going to implement
Senpai1337
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Ability to change PlanetPrototype.player_effects during runtime

Post by Senpai1337 »

Copying the template from the ideas and suggestions area.
TL;DR
The property PlanetPrototype.player_effects should likely be moved to LuaPlanet or LuaSurface that way modders can update the effects without needing to restart the client.
What?
player_effects is used by space age to give Gleba a constant rain, as well as Aquilo a nice snowy effect. It's very nice to use and very performant.
Why?
Not being able to change it live makes it difficult to implement any kind of weather system. Even just having the ability to change the opacity or something would be a big plus over what's there currently. Ideally more of these surface effects should be moved to LuaPlanet or LuaSurface to allow for implementing a weather system, but I also understand that's probably a bigger ask.

These appearance settings, while they don't directly affect gameplay, I believe should be considered similar, if not the same, to LuaSurface.map_gen_settings.

Also, and I realize this might need to be a new thread, it would be nice if PlanetPrototype.persistent_ambient_sounds was also moved / made available to change.
Rseding91
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Re: Ability to change PlanetPrototype.player_effects during runtime

Post by Rseding91 »

Sorry but I don't see this ever happening. Those things are prototype defined and not save/load/changeable runtime. So, "moving them to LuaPlanet" makes no sense in the state they are.
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curiosity
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Re: Ability to change PlanetPrototype.player_effects during runtime

Post by curiosity »

Rseding91 wrote: Mon Dec 30, 2024 8:48 pm Sorry but I don't see this ever happening. Those things are prototype defined and not save/load/changeable runtime. So, "moving them to LuaPlanet" makes no sense in the state they are.
The suggestion very clearly is to change that state.
Rseding91
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Re: Ability to change PlanetPrototype.player_effects during runtime

Post by Rseding91 »

curiosity wrote: Mon Dec 30, 2024 9:33 pm
Rseding91 wrote: Mon Dec 30, 2024 8:48 pm Sorry but I don't see this ever happening. Those things are prototype defined and not save/load/changeable runtime. So, "moving them to LuaPlanet" makes no sense in the state they are.
The suggestion very clearly is to change that state.
Triggers (which this uses) are prototypes and are not changeable runtime. We are not going to be writing completely new logic that clones all of the trigger prototype definitions into a "runtime changeable" version.
If you want to get ahold of me I'm almost always on Discord.
curiosity
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Re: Ability to change PlanetPrototype.player_effects during runtime

Post by curiosity »

Rseding91 wrote: Mon Dec 30, 2024 9:43 pm Triggers (which this uses) are prototypes and are not changeable runtime. We are not going to be writing completely new logic that clones all of the trigger prototype definitions into a "runtime changeable" version.
Fair. But the OP isn't asking for quite that much, only enough to implement a "weather system". I imagine being able to specify a collection of effects would be sufficient, even if the effects themselves are predetermined. Some kind of a free-standing TriggerPrototype that could be named and thus referenced, maybe? In likeness of SpritePrototype and such.
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