when the pollution is heavy, assemblers fails more and give out trash.
When any turrets fire, assemblers near by work slower a little bit.
Specific recipes don't work at night.
I don't know. But is it possible?
Is it possible to code the recipes on the fly?
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Re: Is it possible to code the recipes on the fly?
Unfortunately it is not possible. It would be great addition in Factorio to give some properties to biomes, like temperature, humidity etc. and let them affect to production. Some recipes could work better in some areas and vice versa. Then there would be real incentive to build production units in different biomes and real use for combinator logics to keep parameters in safe limits. But unfortunately far too many players are OCD-crazy who want to build everything at exact ratios and could not stand variations even in tenth decimal. Maybe variations could be active only in special hard -mode. But it would need too massive changes in program code to be realistic expectation in this phase of development and also minority of players would like it.yagaodirac wrote: ↑Thu May 28, 2020 12:28 pm when the pollution is heavy, assemblers fails more and give out trash.
When any turrets fire, assemblers near by work slower a little bit.
Specific recipes don't work at night.
I don't know. But is it possible?
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Re: Is it possible to code the recipes on the fly?
Maybe no massive changes required? We already have variable output recipe: Kovarex enrichment process.
Mod could predefine a fixed recipe, where good production would have output probability f(x), and trash production would have g(x) = 1-f(x), or any other.
Mod could predefine a fixed recipe, where good production would have output probability f(x), and trash production would have g(x) = 1-f(x), or any other.
Re: Is it possible to code the recipes on the fly?
1. Change the recipe from recipe "recipe_item" to recipe "recipe_item_chance_50_percent", "recipe_item_chance_10_percent", "recipe_item_chance_1_percent". You are need to prepare it before, in the data stage.yagaodirac wrote: ↑Thu May 28, 2020 12:28 pm 1. when the pollution is heavy, assemblers fails more and give out trash.
2. When any turrets fire, assemblers near by work slower a little bit.
3. Specific recipes don't work at night.
2. Maybe hidden beacons with slowdown modules.
3. Disabling assemblers in the night via control script. You are need to check every tick / n_ticks is it dark daytime or not.
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Re: Is it possible to code the recipes on the fly?
Thanks. Very sweet idea. With the feature of building inside cargo came into real scenerio game recently, it would be definitely great.Hannu wrote: ↑Thu May 28, 2020 12:38 pmUnfortunately it is not possible. It would be great addition in Factorio to give some properties to biomes, like temperature, humidity etc. and let them affect to production. Some recipes could work better in some areas and vice versa. Then there would be real incentive to build production units in different biomes and real use for combinator logics to keep parameters in safe limits. But unfortunately far too many players are OCD-crazy who want to build everything at exact ratios and could not stand variations even in tenth decimal. Maybe variations could be active only in special hard -mode. But it would need too massive changes in program code to be realistic expectation in this phase of development and also minority of players would like it.yagaodirac wrote: ↑Thu May 28, 2020 12:28 pm when the pollution is heavy, assemblers fails more and give out trash.
When any turrets fire, assemblers near by work slower a little bit.
Specific recipes don't work at night.
I don't know. But is it possible?
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Re: Is it possible to code the recipes on the fly?
Hidden beacons is genius! I think that would be enough for most ideas. Thanks!darkfrei wrote: ↑Thu May 28, 2020 1:59 pm1. Change the recipe from recipe "recipe_item" to recipe "recipe_item_chance_50_percent", "recipe_item_chance_10_percent", "recipe_item_chance_1_percent". You are need to prepare it before, in the data stage.yagaodirac wrote: ↑Thu May 28, 2020 12:28 pm 1. when the pollution is heavy, assemblers fails more and give out trash.
2. When any turrets fire, assemblers near by work slower a little bit.
3. Specific recipes don't work at night.
2. Maybe hidden beacons with slowdown modules.
3. Disabling assemblers in the night via control script. You are need to check every tick / n_ticks is it dark daytime or not.