Hello,
I would like to request if it would be possible to add field `count` (optional, default to 1) to prototypes of TechnologyTrigger::MineEntityTechnologyTrigger and TechnologyTrigger::SendItemToOrbitTechnologyTrigger, and TechnologyTrigger::BuildEntityTechnologyTrigger.
CraftItemTechnologyTrigger, CraftFluidTechnologyTrigger already have a count/amount field with defaults, and I think it would be useful to mods to have that as well in these 3 prototypes as well.
Docs: https://lua-api.factorio.com/latest/typ ... igger.html
Thanks you
Add field Count to TechnologyTriggers
-
- Inserter
- Posts: 26
- Joined: Fri Apr 19, 2024 7:12 pm
- Contact:
Re: Add field Count to TechnologyTriggers
This is kind of a stretch, but I would really like it if TechnologyTrigger and TipTrigger were unified. It seems strange to me that there's two redundant and incompatible systems. It would also allow much richer use of tech triggers, like requiring X crafts of a specific recipe instead of just producing that item X times by any method. (For example, you could have a trigger research happen when you craft 100 iron plates from molten iron, rather than your factory back on Nauvis triggering the research by crafting iron plates the normal way.)
Nullius fakes trigger techs in 1.1 using a lot of complex runtime scripting, and having played some Nullius I love the gameplay implications it opens up. Merging together TechnologyTrigger and TipTrigger into one GameplayTrigger or something would let you do it in vanilla with a lot less jankery.
Nullius fakes trigger techs in 1.1 using a lot of complex runtime scripting, and having played some Nullius I love the gameplay implications it opens up. Merging together TechnologyTrigger and TipTrigger into one GameplayTrigger or something would let you do it in vanilla with a lot less jankery.
-
- Fast Inserter
- Posts: 103
- Joined: Sat Aug 05, 2023 1:20 am
- Contact:
Re: Add field Count to TechnologyTriggers
+1I would like to request if it would be possible to add field `count` (optional, default to 1) to prototypes of TechnologyTrigger::MineEntityTechnologyTrigger and TechnologyTrigger::SendItemToOrbitTechnologyTrigger, and TechnologyTrigger::BuildEntityTechnologyTrigger.
CraftItemTechnologyTrigger, CraftFluidTechnologyTrigger already have a count/amount field with defaults, and I think it would be useful to mods to have that as well in these 3 prototypes as well.
coder? i hardly know her!
Re: Add field Count to TechnologyTriggers
The triggers *specifically* do not go based off actual recipes crafted to avoid performance overhead of having to track every single machine finishing every time one finishes a recipe. So I don't see that happening.
If you want to get ahold of me I'm almost always on Discord.
Re: Add field Count to TechnologyTriggers
I'm sorry but Petra's request of recipe-specific tracking was not part of the original post (craft already has count field). Does it mean Mine/Send/Build cannot have a count field as well?
Re: Add field Count to TechnologyTriggers
I’d have to look into those. It’s entirely possible it can be done, but I don’t know for sure. It would be a “best guess” given we aren’t tracking the explicit number of recipes finished, things mined and so on.
If you want to get ahold of me I'm almost always on Discord.
-
- Inserter
- Posts: 26
- Joined: Fri Apr 19, 2024 7:12 pm
- Contact:
Re: Add field Count to TechnologyTriggers
Oh, there's also AchievementPrototype and children. I knew I was forgetting something...
I would be totally OK with an approximate guess for the researches because I'm planning for it to be an amount large enough that you'd have to automate. But I do get how it would be annoying if a tech says it wants you to place 50 Foobar Reactors and you have to place 51.
I would be totally OK with an approximate guess for the researches because I'm planning for it to be an amount large enough that you'd have to automate. But I do get how it would be annoying if a tech says it wants you to place 50 Foobar Reactors and you have to place 51.