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Techs effects, possible types?

Posted: Tue Mar 25, 2014 7:09 am
by AlexPhoenix
so, question is simple, possible effect types in technologies?

Re: Techs effects, possible types?

Posted: Tue Mar 25, 2014 7:23 am
by slay_mithos
unlock-recipe
ghost-time-to-live
logistic-robot-speed
logistic-robot-storage
character-logistic-slots
gun-speed
ammo-damage

As far as I can tell, that should be everything

Re: Techs effects, possible types?

Posted: Tue Mar 25, 2014 7:26 am
by drs9999
+ lab efficiency
+ inserter stacksize bonus

Re: Techs effects, possible types?

Posted: Tue Mar 25, 2014 7:53 am
by AlexPhoenix
so, then i cannot disable recipes?
(i wanna use deprecation system for recipes)

Re: Techs effects, possible types?

Posted: Tue Mar 25, 2014 8:23 am
by drs9999
I cannot guarantee it, but I think that this is not possible (yet).

But I could imagine to use the control-script as a workaround. To do so you have to poll if the related research topic(s) is/are researched every now and then. If yes then disable the recipe from the script, if not then do nothing.

Hmm, it might be a good idea to suggest an "onResearchComplete"-event.

Re: Techs effects, possible types?

Posted: Tue Mar 25, 2014 8:34 am
by AlexPhoenix
yes, this is needed.
but i will think about generating this manually

Re: Techs effects, possible types?

Posted: Tue Mar 25, 2014 2:59 pm
by FreeER
I can't remember any new ones being added since I created the technology-modifier page on the wiki so it should be complete

Re: Techs effects, possible types?

Posted: Tue Mar 25, 2014 7:59 pm
by AlexPhoenix
FreeER wrote:I can't remember any new ones being added since I created the technology-modifier page on the wiki so it should be complete
thank you.
i' write mod with OnTechResearched event, it is worked now.
But i'll do more testing before publish it.