[Request] Speed/Prodictivty effecting burner tech
- CopperBoltwire
- Burner Inserter
- Posts: 18
- Joined: Tue Mar 28, 2017 12:59 pm
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[Request] Speed/Prodictivty effecting burner tech
I enjoy playing with the Creative mod and more so messing around with the Beacon at the start of the game.
But sadly, even the speed modules don't affect burner technology of either the Burner Drill, the basic furnace, or the assemblers.
Anyone willing to make a mod that overwrites this and allows beacons to affect low tier buildings?
Please?
But sadly, even the speed modules don't affect burner technology of either the Burner Drill, the basic furnace, or the assemblers.
Anyone willing to make a mod that overwrites this and allows beacons to affect low tier buildings?
Please?
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- Filter Inserter
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Re: [Request] Speed/Prodictivty effecting burner tech
But this would only be useful in creative mode. Module tech is well past burner phase and does anyone seriously use burners in the late game? Except maybe for odd experimental reasons?
Factorio Towns... https://youtube.com/playlist?list=PLf5d ... -ps9WNZOCe
- CopperBoltwire
- Burner Inserter
- Posts: 18
- Joined: Tue Mar 28, 2017 12:59 pm
- Contact:
Re: [Request] Speed/Prodictivty effecting burner tech
With Creative Mod, it was mostly just to speed past the burner stage faster by buffing the burner tech so one can get to the other tech levels faster.
At least that's my thinking for this request.
Just wanted to rush through that stage...
I love to try a lot of other mods, and often start a new game, so being able to "burn" through the burner stage faster would be quite helpful and decrease early grind.
It's also helpful for modders to know which mods conflicts with what and possibly why, so in a way i do a community service too.
And as said, able to "fly" bast the burner stage would help me greatly with this.
At least that's my thinking for this request.
Just wanted to rush through that stage...
I love to try a lot of other mods, and often start a new game, so being able to "burn" through the burner stage faster would be quite helpful and decrease early grind.
It's also helpful for modders to know which mods conflicts with what and possibly why, so in a way i do a community service too.
And as said, able to "fly" bast the burner stage would help me greatly with this.
Re: [Request] Speed/Prodictivty effecting burner tech
Console:
shift-click techs to research them immediately
or
to immediately research current selected tech
or
increase game speed
Code: Select all
/editor
or
Code: Select all
/c game.player.force.research_progress = 1
or
increase game speed
Re: [Request] Speed/Prodictivty effecting burner tech
creative mod starts out by giving you the choice of starting with cheats (everything researched) and has a button to unlock all tech.
Re: [Request] Speed/Prodictivty effecting burner tech
You guys are all really ineffecient at cheating for technology. Just type:
Code: Select all
/cheat
- CopperBoltwire
- Burner Inserter
- Posts: 18
- Joined: Tue Mar 28, 2017 12:59 pm
- Contact:
Re: [Request] Speed/Prodictivty effecting burner tech
But I'm not interested in unlocking ALL research.
Also not looking to just unlock it with a simple command.
I wanted Burners, Basic & Steel Furnace and the first few assemblers be affected by Beacons.
I'm grateful for you people trying to help,
but you people completely missed the mark on what I was asking for.
Was looking for Burner tech to be affected by Beacons...
I'm stunned at how you people kept going on and on about cheats.
Not against cheats, just not what i was looking for...
Also not looking to just unlock it with a simple command.
I wanted Burners, Basic & Steel Furnace and the first few assemblers be affected by Beacons.
I'm grateful for you people trying to help,
but you people completely missed the mark on what I was asking for.
Was looking for Burner tech to be affected by Beacons...
I'm stunned at how you people kept going on and on about cheats.
Not against cheats, just not what i was looking for...
Re: [Request] Speed/Prodictivty effecting burner tech
The vanilla has values:CopperBoltwire wrote: ↑Fri Oct 23, 2020 1:09 pmI wanted Burners, Basic & Steel Furnace and the first few assemblers be affected by Beacons.
Code: Select all
data.raw.furnace["electric-furnace"].module_specification = {module_slots = 2, module_info_icon_shift = {0, 0.8}}
data.raw.furnace["electric-furnace"].allowed_effects = {"consumption", "speed", "productivity", "pollution"}
Code: Select all
data.raw.furnace["stone-furnace"].module_specification = {module_slots = 2, module_info_icon_shift = {0, 0.8}}
data.raw.furnace["stone-furnace"].allowed_effects = {"consumption", "speed", "productivity", "pollution"}
data.raw.furnace["steel-furnace"].module_specification = {module_slots = 2, module_info_icon_shift = {0, 0.8}}
data.raw.furnace["steel-furnace"].allowed_effects = {"consumption", "speed", "productivity", "pollution"}
I don't know that you need slots or just beacon effect.
Don't forget to make the info.json and the mod is ready.
All this values can be found by using this mod: info-mod
Re: [Request] Speed/Prodictivty effecting burner tech
Your goal was to rush through burner stage, which is easier achieved by unlocking techs than by beacon burner tech.CopperBoltwire wrote: ↑Fri Oct 23, 2020 1:09 pm...
I wanted Burners, Basic & Steel Furnace and the first few assemblers be affected by Beacons.
I'm grateful for you people trying to help,
but you people completely missed the mark on what I was asking for.
...
And Creative Mod is not much less than a cheat
Bold addedCopperBoltwire wrote: ↑Thu Oct 22, 2020 4:05 pmWith Creative Mod, it was mostly just to speed past the burner stage faster by buffing the burner tech so one can get to the other tech levels faster.
At least that's my thinking for this request.
Just wanted to rush through that stage...
I love to try a lot of other mods, and often start a new game, so being able to "burn" through the burner stage faster would be quite helpful and decrease early grind.
It's also helpful for modders to know which mods conflicts with what and possibly why, so in a way i do a community service too.
And as said, able to "fly" bast the burner stage would help me greatly with this.
Sorry for misinterpreting. thanks @darkfrei
- CopperBoltwire
- Burner Inserter
- Posts: 18
- Joined: Tue Mar 28, 2017 12:59 pm
- Contact:
Re: [Request] Speed/Prodictivty effecting burner tech
Thanks a ton Darkfrei - I'll look into it and mock around with it.
From what i can see it really WAS a small thing to do mod wise, but still a bit more complicated then simply doing something like a flip-switch.
Beacon_Effect=0 (this is what i thought was hidden in the code somewhere, clearly that is not the case tho'.)
At least i can enjoy the game a bit more now on special mods too.
[hr]
To the rest of you:
Thanks for your help and support, not exactly what i was looking for, but thanks none the less.
Says a lot about the community as a whole that your willing to help, even if you missed the mark
I'm very happy.
From what i can see it really WAS a small thing to do mod wise, but still a bit more complicated then simply doing something like a flip-switch.
Beacon_Effect=0 (this is what i thought was hidden in the code somewhere, clearly that is not the case tho'.)
At least i can enjoy the game a bit more now on special mods too.
[hr]
To the rest of you:
Thanks for your help and support, not exactly what i was looking for, but thanks none the less.
Says a lot about the community as a whole that your willing to help, even if you missed the mark
I'm very happy.
Re: [Request] Speed/Prodictivty effecting burner tech
Beacon modules definition:
You are looking for:
Also assembling machines (vanilla):
By some recipes the productivity is not available:
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data.raw.beacon.beacon.allowed_effects = {"consumption", "speed", "pollution"}
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data.raw.beacon.beacon.supply_area_distance = 3
data.raw.beacon.beacon.distribution_effectivity = 0.5
data.raw.beacon.beacon.module_specification.module_slots = 2
Also assembling machines (vanilla):
Code: Select all
data.raw["assembling-machine"]["assembling-machine-2"].module_specification = {module_slots = 2}
data.raw["assembling-machine"]["assembling-machine-2"].allowed_effects = {"consumption", "speed", "productivity", "pollution"}
data.raw["assembling-machine"]["assembling-machine-3"].module_specification = {module_slots = 4}
data.raw["assembling-machine"]["assembling-machine-3"].allowed_effects = {"consumption", "speed", "productivity", "pollution"}\
data.raw["assembling-machine"]["oil-refinery"].module_specification = {module_slots = 3}
data.raw["assembling-machine"]["oil-refinery"].allowed_effects = {"consumption", "speed", "productivity", "pollution"}
data.raw["assembling-machine"]["chemical-plant"].module_specification = {module_slots = 3}
data.raw["assembling-machine"]["chemical-plant"].allowed_effects = {"consumption", "speed", "productivity", "pollution"}
data.raw["assembling-machine"].centrifuge.module_specification = {module_slots = 2}
data.raw["assembling-machine"].centrifuge.allowed_effects = {"consumption", "speed", "productivity", "pollution"}
Code: Select all
data.raw.module["productivity-module"].limitation = {"sulfuric-acid", "basic-oil-processing", "advanced-oil-processing", "coal-liquefaction", "heavy-oil-cracking", "light-oil-cracking", "solid-fuel-from-light-oil", "solid-fuel-from-heavy-oil", "solid-fuel-from-petroleum-gas", "lubricant", "iron-plate", "copper-plate", "steel-plate", "stone-brick", "sulfur", "plastic-bar", "empty-barrel", "uranium-processing", "copper-cable", "iron-stick", "iron-gear-wheel", "electronic-circuit", "advanced-circuit", "processing-unit", "engine-unit", "electric-engine-unit", "uranium-fuel-cell", "explosives", "battery", "flying-robot-frame", "low-density-structure", "rocket-fuel", "rocket-control-unit", "rocket-part", "automation-science-pack", "logistic-science-pack", "chemical-science-pack", "military-science-pack", "production-science-pack", "utility-science-pack", "kovarex-enrichment-process"}