Module Effects and Support (Vanilla and Modding)

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DaCyclops
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Module Effects and Support (Vanilla and Modding)

Post by DaCyclops »

TL;DR
Increase the usability of Modules and Effects, both for base-game and Modding.
What ?
An increase to the features accessible to the Module system. the system works well right now, but it is pretty much "put the largest speed module you can into a beacon". It would be nice to see a little more flexibility added to allow more options, both in the base game and mods

Some ideas I have had:

Add options into entity.module_specification to allow greater flexibility
  • module_blacklist - I would love to be able to blacklist certain module_categories from a machine (IE, no we dont want efficiency modules)
  • background_sprite - allow us to override what the background picture looks like - maybe ours arnt modules, but extra Tools.
  • disable_slots - an option to allow slots to be disabled from the UI. You can still see whats in them, but you cant actually put items in or take them out. Would allow scripting to place modules there.
  • max_tier_allowed - filter what tiers of modules are allowed in some machines. Maybe Steel Furnaces have one slot that can only accept Tier 1 modules, while Electrics have 2 that accept up to T3
Provide some more options in relation to effects on entities, and not ONLY furnace/assemblingmachines
  • receivable_effects - a version of allowed_effects that only adjusts what can be RECEIVED from a beacon. So for example maybe an assembly machine 2 can receive Consumption, but an assembly machine 3 can receive speed and consumption. Could also combo with other entities receiving effects that are less crafting-related. Leaving blank could mean "no effects can be received" while still allowing local modules.
  • max_receivables - the ability to limit how many effects can be applied to a single entity.
Provide some additional effects for non-crafting uses, or non-crafting uses for existing effects
  • Hardening - increases resistances on covered buildings by X percent
  • Fortifying - provides a bonus chunk of health to covered entities (maybe in the form of shields?)
  • Slowdown - can apply a slowdown capsule effect to all enemies within range.
  • Repair - a slow regeneration aura (nowhere near the speed of repairpacks, but in an aura
  • (crazy idea)Attraction - Makes biters want to chew on it more. Could use to focus attacks on your well-defended spots. Or maybe a negative value to make biters less likely to attack this particular spot?
  • Maybe Consumption can be transmitted to Laser Turrets, reducing their passive drain a little?
  • Maybe Productivity effect on a turret gives it a percentage chance to not consume ammo/power for a shot?
Why ?
The module system is one of the interesting late game features, but could use a few more options. And those options dont have to be only vanilla - they can also be modded and such.

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