Suggest that the varius modifications to player stats, like crafting speed, movement speed, placement/mining/whatever, should be done as mutable stats like
Starsector uses.
http://fractalsoftworks.com/starfarer.a ... tsAPI.html
This would allow for multiple mods to alter the same stat, without tripping over each other.
Mutable Player Stat Modification
- Ranakastrasz
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Mutable Player Stat Modification
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: Mutable Player Stat Modification
Like.. these? http://lua-api.factorio.com/0.13.6/LuaP ... d_modifier
If you want to get ahold of me I'm almost always on Discord.
- Ranakastrasz
- Smart Inserter
- Posts: 2174
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Re: Mutable Player Stat Modification
No, like that, but with seperate manipulatable bonuses so multiple mods can manipulate it without unwanted behavior. Like crafting equipment plus crafting research.
Like, Instead of setting the value, you have to add a modifier, +- some percentage, or a multiplication modifier, which is added afterwards.
So, tech might add 50%, which is added, and equipment might add another 50%, for +100%. As is, last I checked, the research mod sets the multiplier to 110%, or 125%, or whatever, meaning it overrides any other modification.
Then, if you wanted a mod like stamina to reduce crafting speed, you would use the fractional based one, and apply a -100% multiplier, which would cancel the whole thing out, until it was removed.
In no case will any of the mods be able to override each other's values however.
Like, Instead of setting the value, you have to add a modifier, +- some percentage, or a multiplication modifier, which is added afterwards.
So, tech might add 50%, which is added, and equipment might add another 50%, for +100%. As is, last I checked, the research mod sets the multiplier to 110%, or 125%, or whatever, meaning it overrides any other modification.
Then, if you wanted a mod like stamina to reduce crafting speed, you would use the fractional based one, and apply a -100% multiplier, which would cancel the whole thing out, until it was removed.
In no case will any of the mods be able to override each other's values however.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16