Such an event would be fired several thousand times per game tick which would have an unacceptable performance impact.
It does not need to be fired for each instance of consumption. It can be grouped by consumer type, or by chunk, or by smth else.
Entities can be lazily evaluated, I think I saw ...
Search found 7 matches
- Mon Sep 11, 2017 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Pollution API events
- Replies: 3
- Views: 1384
- Mon Sep 11, 2017 5:26 pm
- Forum: Ideas and Suggestions
- Topic: Pollution API events
- Replies: 3
- Views: 1384
Pollution API events
TL;DR
Factorio API is missing some pollution-related events which would better suit modders needs.
What ?
https://wiki.factorio.com/Pollution
Consider this topic tells us truth 'bout the mechanics, there are two events required:
on_pollution_spread - after (or before?) the pollution is ...
Factorio API is missing some pollution-related events which would better suit modders needs.
What ?
https://wiki.factorio.com/Pollution
Consider this topic tells us truth 'bout the mechanics, there are two events required:
on_pollution_spread - after (or before?) the pollution is ...
- Tue Sep 05, 2017 6:49 am
- Forum: Modding help
- Topic: Questions on pollution modding
- Replies: 0
- Views: 635
Questions on pollution modding
Hello everyone!
I'm going to override the pollution system to affect evo factor only if it was consumed by spawners.
(Found some topic with the same idea: https://forums.factorio.com/viewtopic.php?f=6&t=52012&p=303843&hilit=pollution#p303843)
But I haven't found any event which can help ...
I'm going to override the pollution system to affect evo factor only if it was consumed by spawners.
(Found some topic with the same idea: https://forums.factorio.com/viewtopic.php?f=6&t=52012&p=303843&hilit=pollution#p303843)
But I haven't found any event which can help ...
- Mon Sep 04, 2017 11:13 pm
- Forum: Modding help
- Topic: Question on Options/Mods menu
- Replies: 5
- Views: 3439
Re: Question on Options/Mods menu
Thanks everyone for help.
It is quite plain and useful feature. I hope it will be extended further to support more widgets, grouping and framing.
It is quite plain and useful feature. I hope it will be extended further to support more widgets, grouping and framing.
- Sun Aug 27, 2017 8:12 pm
- Forum: Modding help
- Topic: Question on Options/Mods menu
- Replies: 5
- Views: 3439
Question on Options/Mods menu
Hello everyone.
There is a game menu which can be found by going to Options -> Mods. Could anyone tell what is the purpose of this menu and how can I use it properly?
I need to make some of my mod's settings customizable and I prefer GUI interaction to console.
1. Is there any tutorial on how to ...
There is a game menu which can be found by going to Options -> Mods. Could anyone tell what is the purpose of this menu and how can I use it properly?
I need to make some of my mod's settings customizable and I prefer GUI interaction to console.
1. Is there any tutorial on how to ...
- Wed Jul 06, 2016 3:24 pm
- Forum: Modding help
- Topic: Is there smth like read_file?
- Replies: 4
- Views: 1777
Re: Is there smth like read_file?
Well, this can be easily avoided by making file saving-loading have player as argument.DedlySpyder wrote:No you can't read files. I think the reasoning is for Multiplayer desyncs.
I'm new here, is it reasonable to write 'bout this issue in interface request section?
- Wed Jul 06, 2016 2:05 pm
- Forum: Modding help
- Topic: Is there smth like read_file?
- Replies: 4
- Views: 1777
Is there smth like read_file?
We have write_file method that allows custom data to be stored. Is there corresponding method exists to get that data?
Specifically I'm looking for a way to save/load player's inventory to transfer it from one map to another. Probably, there is another way to do so?
Specifically I'm looking for a way to save/load player's inventory to transfer it from one map to another. Probably, there is another way to do so?