energy_source.type = 'null' to not require energy

energy_source.type = 'null' to not require energy

Postby eradicator » Tue Feb 13, 2018 11:34 am

What?

An new energy source type that does not require fuel / a connection to the electricity network and instead runs entities for free.

Why?

Mods often require the use of hidden entities such as assemblers, furnaces, beacons, inserters, etc, to implement new functionality. But all of these prototypes can not be used in a way that makes them function without some sort of energy source ("energy_usage = '0W'" doesn't work). The only current workaround is to specify a really low energy_usage and hide with connection icons, but this still has some major problems:
1) The hidden entity shows up on the energy network page where it confuses the player.
2) The hidden entity has to have the exact same collision box and position as the visible parent entity to ensure that it is always connected when the parent is.
3) The hidden entity might stop due to energy shortage when it should still be running.
4) Usage of hidden entities is limited to usecases where the player connects the parent entity to the electricity network (unless one wants to spawn in an additional power pole + eei for everything outside the network).

Being able to simply specify that an entity does not require external energy would fix all of those three problems (and maybe as a side-effect some memory too?) :).
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Re: energy_source.type = 'null' to not require energy

Postby bobingabout » Tue Feb 13, 2018 1:27 pm

Sounds reasonable to me.
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Re: energy_source.type = 'null' to not require energy

Postby darkfrei » Fri Apr 06, 2018 11:57 am

Ammo turrets now don't need fuel, only ammo. If it possible, they are need burrning fuel or electricity.
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Re: energy_source.type = 'null' to not require energy

Postby eradicator » Fri Apr 06, 2018 8:51 pm

darkfrei wrote:Ammo turrets now don't need fuel, only ammo. If it possible, they are need burrning fuel or electricity.

If you want gun turrents that use fuel/energy please make a seperate thread for that. That's the opposite of what this request is about.
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Re: energy_source.type = 'null' to not require energy

Postby Villfuk02 » Tue May 01, 2018 5:41 am

That would be very useful!
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Re: energy_source.type = 'null' to not require energy

Postby Rseding91 » Tue May 01, 2018 7:21 am

This is something we've had planned for a few years now. I'll be doing it for 0.17.
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Re: energy_source.type = 'null' to not require energy

Postby bobingabout » Tue May 01, 2018 7:59 am

Rseding91 wrote:This is something we've had planned for a few years now. I'll be doing it for 0.17.

Cool.
Though I was going to give it a try as practice for doing the other types of energy I've been talking about trying to do.
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Re: energy_source.type = 'null' to not require energy

Postby eradicator » Wed May 02, 2018 12:04 am

Rseding91 wrote:This is something we've had planned for a few years now. I'll be doing it for 0.17.

Yay! With the advent of power-free beacons i can finally implement a certain mod idea i've had for a long time :D.
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