Hello! I've fairly recently gotten into modding this game.
My first mod was the Easy Mode Mod, it changed a lot of ratios and times and made the game move quicker, and made oil easier.
My new mod is called Primative. I want the player to start with nothing, and learn how to craft basic things before all the tech, similar to a survival game.
The current problem is that I want there to be a tech that allows the player to mine stone. So far, I have put stone into its own mining category, and attempted to use the control file to no avail.
What I need to do, is have a custom technology effect that changes the player's mining_categories property during the game.
I'm not sure if this is possible, or ever will be, but I hope so because I'm starting to get really into this mod.
Thank you so much if anybody can help!
Custom Technology Effects
- bobingabout
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Re: Custom Technology Effects
currently, mining category is locked to the entity controlled by the player... or just hardcoded if you're playing in god mode.
There is actually quite a lot of things added that you can use that aren't used by the base game. For example, I make use of the inventory expansion research.
There is actually quite a lot of things added that you can use that aren't used by the base game. For example, I make use of the inventory expansion research.
Re: Custom Technology Effects
I do not know if this will work with player characters, but I made a sneaky workaround to add custom tech to my mod.
It's basically a technology that does nothing, but on_research_finished I replace the entities with another version with the updated stats.
This will be hell if you want a lot of individual custom technologies, as you'd have to create a ton of entities for all combinations of research levels. That's why I chose to only have 1 research line to add the custom upgrades I want, keeping the amount of different entities to a minimum.
I haven't played around with changing the player character, so might not work for you, and it most likely requires some extra code to copy the inventory over and such, but if you're really determined, you could try it out =p
It's basically a technology that does nothing, but on_research_finished I replace the entities with another version with the updated stats.
This will be hell if you want a lot of individual custom technologies, as you'd have to create a ton of entities for all combinations of research levels. That's why I chose to only have 1 research line to add the custom upgrades I want, keeping the amount of different entities to a minimum.
I haven't played around with changing the player character, so might not work for you, and it most likely requires some extra code to copy the inventory over and such, but if you're really determined, you could try it out =p
Re: Custom Technology Effects
When you don't know how to dig, you can dig, but very slow. Dig speed parameter is easy to change.