Adding "bonus" properties to LuaRecipe

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Galdoc
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Adding "bonus" properties to LuaRecipe

Post by Galdoc »

tl;dr
Add both 'bonus' (additive bonus) and 'multiplier' (multiplicative bonus) bonuses to LuaRecipe for the five categories (productivity, consumption, speed, quality and pollution) -- or as many as you're willing to <3
Why
Currently, LuaRecipe has the productivity_bonus property. I'd like it if, at runtime, a script could set the other four categories (consumption, speed, quality and pollution) of bonuses as well. It'd also be nice to have a seperate group of multipliers for the same.

The reason I'd like this is because I would like to, without having to resort to technology hacks or invisible beacons or whatever else, be able to create a minigame inside of Factorio where recipes could be enhanced in granular, exclusive ways. This would dovetail with the existing module/becaon system.
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Stringweasel
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Re: Adding "bonus" properties to LuaRecipe

Post by Stringweasel »

+1 This would be useful for space exploration too. Even if its similar rto ProductivityBonus Tech Effect.
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Stringweasel
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Re: Adding "bonus" properties to LuaRecipe

Post by Stringweasel »

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protocol_1903
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Re: Adding "bonus" properties to LuaRecipe

Post by protocol_1903 »

+1, i see this being extremely useful in mods with dynamic recipes so you don't need to hotswap recipes/assemblers/beacons when a change is made
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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.
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