Friday Facts #247 - Pricing and its exploits

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Oktokolo
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Re: Friday Facts #247 - Pricing and its exploits

Post by Oktokolo » Tue Sep 18, 2018 11:59 pm

thedarkbunny wrote:
Tue Sep 18, 2018 10:51 pm
I don't think "disable blueprints entirely" is what they were going for. If I'm understanding them correctly, they believe that being able to import fully-optimized blueprints from elsewhere ruins the enjoyment of the game, both for the person doing it and the other players on the server. I'm not sure I agree with that analysis, but I see where they're coming from.
So it would be an option to disable importing of blueprints from clipboard or inter-game player libraries (including their own player library)?
If so, that would probably indeed profit from dev support as it seems like the blueprint library can't be disabled or filtered by scripts.
But there are events for intercepting the creation and use of blueprints already. So one could track the creation of blueprints and then, on each blueprint use, check whether the blueprint was created in the same game. Definitely looks like a hack but should work.
Maybe one could even prevent players from getting unregistered blueprints into their hands by reacting to on_picked_up_item - but not sure about that.

Pascali
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Re: Friday Facts #247 - Pricing and its exploits

Post by Pascali » Wed Sep 19, 2018 4:35 am

Oktokolo wrote:
Tue Sep 18, 2018 11:59 pm
So it would be an option to disable importing of blueprints from clipboard or inter-game player libraries (including their own player library)?
That would be nice.

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