New modifier for researched technology effects: lock recipe

Things that we aren't going to implement
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darkfrei
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New modifier for researched technology effects: lock recipe

Post by darkfrei »

Hi devs!

Can you please add the way to upgrade recipes?

I want something like:

Code: Select all

techonology.effects = {
  {type  = "unlock-recipe", recipe = "recipe-mk2"},
  {type  = "lock-recipe", recipe = "recipe-mk1"}
}
https://wiki.factorio.com/Prototype/Technology#effects
https://lua-api.factorio.com/latest/Con ... l#Modifier

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eradicator
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Re: New modifier for researched technology effects: lock recipe

Post by eradicator »

Disabling recipies in control is already trivial. The problem is having to scan the map and "upgrade" all assemblers. Blueprints would also break. Basically to make this work the engine would also have to replace recipes with upgraded version when building ghost assemblers.
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darkfrei
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Re: New modifier for researched technology effects: lock recipe

Post by darkfrei »

eradicator wrote:
Fri Sep 18, 2020 1:31 pm
Disabling recipies in control is already trivial. The problem is having to scan the map and "upgrade" all assemblers. Blueprints would also break. Basically to make this work the engine would also have to replace recipes with upgraded version when building ghost assemblers.
It's trivial, but why enabling is possible, but not disabling?

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Re: New modifier for researched technology effects: lock recipe

Post by eradicator »

darkfrei wrote:
Fri Sep 18, 2020 9:56 pm
eradicator wrote:
Fri Sep 18, 2020 1:31 pm
Disabling recipies in control is already trivial. The problem is having to scan the map and "upgrade" all assemblers. Blueprints would also break. Basically to make this work the engine would also have to replace recipes with upgraded version when building ghost assemblers.
It's trivial, but why enabling is possible, but not disabling?
Because making a recipe "disappear" from a map that it's already been in is not trivial at all. See above.
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darkfrei
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Re: New modifier for researched technology effects: lock recipe

Post by darkfrei »

eradicator wrote:
Fri Sep 18, 2020 10:02 pm
Because making a recipe "disappear" from a map that it's already been in is not trivial at all. See above.
But no big problems for furnaces?

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