Events events events! More events! More events!

Things that we aren't going to implement
Post Reply
roothorick
Long Handed Inserter
Long Handed Inserter
Posts: 92
Joined: Mon Aug 11, 2014 5:22 am
Contact:

Events events events! More events! More events!

Post by roothorick »

To make the modding API into something that's actually useful, there needs to be a way to stop the vanilla game from doing what it wants to do. The current state of things makes it look like the easiest way to accomplish this is to:

1. Make it possible to "consume" an event, so that the vanilla game (or other mods) cannot respond to it

2. Make anything that somehow modifies any in-game entity only do so in response to an event that's first exposed to Lua.

Both are pretty straightforward, but the second one likely will take a lot of tedious work. The current list of events is laughably sparse -- you can't even respond to something so basic and simple as clicking on an entity, even when that would normally do nothing. The event list needs to be expanded, easily tenfold, if not more.

MF-
Smart Inserter
Smart Inserter
Posts: 1235
Joined: Sun Feb 24, 2013 12:07 am
Contact:

Re: Events events events! More events! More events!

Post by MF- »

I was just talking about train control here https://forums.factorio.com/forum/vie ... =28&t=5307
JLBShecky claims it might be already possible to control stations by the CCnet..

with one downside, which is doing it periodically on a timer :(
second inability to override station's gui and include control elements there.

Post Reply

Return to “Won't implement”