Search found 7 matches
- Sat Oct 20, 2018 5:07 pm
- Forum: Modding interface requests
- Topic: Containers for certain item groups only
- Replies: 3
- Views: 1784
Re: Containers for certain item groups only
Yeah, it could be implemented as a non-changeable filter, just like fuel inventories only accept certain item types. Of course, you might also code a CPU-heavy Lua-based script that regularly throws out every other item. But that’s not quite appealing, isn’t it?
- Sat Oct 20, 2018 9:55 am
- Forum: Modding interface requests
- Topic: Containers for certain item groups only
- Replies: 3
- Views: 1784
Containers for certain item groups only
TL;DR / What Add an optional property to container entities to accept only certain items and/or item-groups. Why This would create the possibility for modders to create specific container entities like nuclear waste disposal zones or granaries and cold storage houses if a modder would want to add s...
- Thu May 31, 2018 8:47 pm
- Forum: Modding interface requests
- Topic: [Meta] Unify naming between data and control stage.
- Replies: 14
- Views: 5096
Re: [Meta] Unify naming between data and control stage.
Hello again :) Even though it isn't an inconsistency between the data and control phase, this should fit well into the list: Minium und maximum values of loot items and mining results are named differently. (The latter use the same product table type as recipe results.) https://image.ibb.co/jbDR8J/1...
- Wed May 16, 2018 4:45 pm
- Forum: Modding interface requests
- Topic: Suggestion of a way how to implement dependent probabilities
- Replies: 14
- Views: 4060
Re: Suggestion of a way how to implement dependent probabilities
See, that term confuses me, what the heck is a dependant probability? So, what’s a dependent probability? I took this term from the first thread I cited in the original post. Let’s give an example: the probability of receiving number 1 when rolling a dice is p=1/6. Receiving one number out of 2-6 w...
- Tue May 15, 2018 5:40 pm
- Forum: Modding interface requests
- Topic: Suggestion of a way how to implement dependent probabilities
- Replies: 14
- Views: 4060
Re: Suggestion of a way how to implement dependent probabilities
I read everything but the why section, and I honestly don't have a clue what you're trying to suggest. So I'm going to make an alternate suggestion. The ability to specify a weighted result probability would be useful, for example, in the case of Uranium processing, to make sure you get one result ...
- Mon May 14, 2018 8:55 pm
- Forum: Modding interface requests
- Topic: Suggestion of a way how to implement dependent probabilities
- Replies: 14
- Views: 4060
Suggestion of a way how to implement dependent probabilities
TL;DR Here's a suggestion where and how fields have to added in order to allow dependent ingredient and product probabilities in recipes. What? I suggest expanding the ability of modders to work with volatile values in recipes. Currently, it is possible to have products in a recipe that vary betwee...
- Sun May 06, 2018 2:55 pm
- Forum: Modding interface requests
- Topic: Probability field for recipe ingredients
- Replies: 0
- Views: 841
Probability field for recipe ingredients
TL;DR: Add an optional probability field to recipe ingredients Right now, modders have the possibility to mess around with volatile recipe products but not with its ingredients. This can be frustrating if you are trying to add the wear of tools that shall last for multiple recipe executions and bre...