Hello modding community,
I have a well-developed QoL research mod here
https://mods.factorio.com/mod/CJs_QoL_Research_Ver1
and I need help with a topic before I post it to Mod Interface Requests if need be.
I already have a reach script that enables research for the player to be able to reach farther and build at farther distances. However, I was wondering if there are scripts supporting the modding of player robot deployment reach.
I have not seen anything of the sort in the game files. Is something like this achievable or should I make a request?
Thanks,
CJ
Reach Distances
Re: Reach Distances
Are you referring to combat robot deployment or are you referring to the construction range of the personal roboport?
If you are referring to personal roboport range, that is based on the prototype of the equipment. You can modify the property 'construction_radius' during the data stage, but not during control. I don't think the devs would add it as a modifier ( https://lua-api.factorio.com/latest/Con ... l#Modifier ) .
My understanding is that modifiers are costly both in game performance and development time. They implemented artillery-range as a modifier but you can't take that idea and just mod in regular turret range, unfortunately. Even though to me they don't seem very different at all.
I would love for some method to be implemented so that modders could develop our own modifiers, see: viewtopic.php?f=221&t=64980&p=399151#p399151
If you absolutely need to adjust things on the fly, you could add multiple versions of the equipment prototype and swap them using code, similar to what the mod alien loot economy does to manage 99 levels of hyper modules. This can get very complicated and difficult to manage.
If you are referring to personal roboport range, that is based on the prototype of the equipment. You can modify the property 'construction_radius' during the data stage, but not during control. I don't think the devs would add it as a modifier ( https://lua-api.factorio.com/latest/Con ... l#Modifier ) .
My understanding is that modifiers are costly both in game performance and development time. They implemented artillery-range as a modifier but you can't take that idea and just mod in regular turret range, unfortunately. Even though to me they don't seem very different at all.
I would love for some method to be implemented so that modders could develop our own modifiers, see: viewtopic.php?f=221&t=64980&p=399151#p399151
If you absolutely need to adjust things on the fly, you could add multiple versions of the equipment prototype and swap them using code, similar to what the mod alien loot economy does to manage 99 levels of hyper modules. This can get very complicated and difficult to manage.