Allow modules to modify recipes. (more module types)
Posted: Mon Aug 29, 2016 3:24 am
Have completely probably silly idea, but it would be nice if there was ability for modules to modify how specific recipe group of recipes or specific recipe work. (add delete ingredients)
1)
This would allow more interesting mods. For example mining drill heads.(After equipping such module on mining drill it would yield more ore due to deeper with less attrition mining. productivity +) But would use up mining drill heads.
Or polution reduction for allowing part of polluction to be recycled into new compounds. Or more complex processes, where you get slightly different recipe, or use catalitic reactions. (Which for example could make so catalist return is unaffected by productivity (don't think needs specific change if recipe inside assembler could be modified from base dynamically by module.) And would allow complex catalitic reactions for example when catalist goes through several transformations in different assemblers and recipes, slowly exhausting)
2) if modular ingredient is allowed as group under same user tag it might even allow to modify module effectivity based on what ingredient used. (Different kinds of oil compounds for example to reduce attrition (power consumption))
If additional ingredient is already in recipe it is just adds to existing instead of creating extra slot.
What every one thinks. Would it be good? Would it be easy to give such compatibility? I understand that maybe for main game it is not best idea, but definitely opens up game for accepting more modules.
1)
This would allow more interesting mods. For example mining drill heads.(After equipping such module on mining drill it would yield more ore due to deeper with less attrition mining. productivity +) But would use up mining drill heads.
Or polution reduction for allowing part of polluction to be recycled into new compounds. Or more complex processes, where you get slightly different recipe, or use catalitic reactions. (Which for example could make so catalist return is unaffected by productivity (don't think needs specific change if recipe inside assembler could be modified from base dynamically by module.) And would allow complex catalitic reactions for example when catalist goes through several transformations in different assemblers and recipes, slowly exhausting)
2) if modular ingredient is allowed as group under same user tag it might even allow to modify module effectivity based on what ingredient used. (Different kinds of oil compounds for example to reduce attrition (power consumption))
If additional ingredient is already in recipe it is just adds to existing instead of creating extra slot.
What every one thinks. Would it be good? Would it be easy to give such compatibility? I understand that maybe for main game it is not best idea, but definitely opens up game for accepting more modules.