Neighboring bonus for different reactor types

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lovely_santa
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Neighboring bonus for different reactor types

Post by lovely_santa »

Hi,

While modding, Angel wanted to make a new nuclear reactor that gave a higher neighbouring bonus.

So duplicating the existing reactor, renaming it, and doubling the neighbouring bonus, then went ingame.
  1. Adding 2 base game reactors next to each other give +100%, as expected.
  2. When adding 2 of the modded entities are placed next to each other, they both get +200%.
  3. However, when placing one of each next to each other, they get both +0% instead of the modded one having a bonus of +100% (coming from the vanilla one) and the vanilla one a bonus of +200% (coming from the modded one)
So by this request:
Allow to 'whitelist' other reactor entities to receive neighbouring bonus from, and let the default value be only from its own reactor entity. Similar to next_upgrade constraint, this could have a constraint that both reactors must have the same footprint.

Kind regards
lovely_santa
You can find all my mods on the mod portal. Also helping on Arch666Angel's mods.
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Honktown
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Re: Neighboring bonus for different reactor types

Post by Honktown »

One idea: take the neighbor bonus, and split it among the heat pipe connections on each side. For base reactor, each heat pipe connection could provide 33% of 100% when that heat pipe is in contact with another reactor. This would be a (relatively) size independent way to mix and match reactors. I think it'd be interesting to see what kind of designs people would come up with (obviously mods are the only way to get new reactors...).
I have mods! I guess!
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