New modifiers

Things that we aren't going to implement
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wodzu93
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New modifiers

Post by wodzu93 »

TL;DR
Please add a couple new modifiers to expand modding capabilities.

What ?
I'm asking to implement a couple of new modifiers.

Here's the proposals:

Code: Select all

{
  type = "entity-health-bonus",  --adds a flat amount of max health
  entity_id = "small_biter",  --entity prototype name, string
  modifier = 20  --integer
  --this modifier can replace current "character-health-bonus" to be more generic
},
{
  type = "entity-resistance-bonus",  --modifies resistance values of a given entity
  entity_id = "stone-wall", --entity prototype name, string
  resitance_type = "acid", --which type of resistance to modify, string
  flat_modifier = 5, --flat resistance change by a flat amount, integer
  percentage_modifier = 10  --percentage resistance change by a flat amount, integer
},
{
  type = "entity-speed-bonus",  --adds a percentage of max speed
  entity_id = "car",  --entity prototype name, string
  modifier = 0.1  --double
  --this modifier can replace current "character-running-speed" to be more generic
},
{
  type = "entity-attack-range-bonus",  --adds flat maximum attack range to a unit or turret. Maybe extend to items, like hand weapons?
  entity_id = "gun-turret",  --entity prototype name, string
  modifier = 2.0  --double
},
{
  type = "unit-pollution-cost",  --modifies unit's pollution to join attack by a flat amount. This is a unit-specific, unlike a map setting, which is global.
  unit_id = "behemoth-spitter", --unit prototype name, string
  modifier = -50  --double
},
{
  type = "radar-scanning-range",  --scanning range of a radar entity
  entity_id = "radar",  --radar entity prototype, string
  modifier = 1  --integer
},
{
  type = "radar-vision-range",  --vision range of a radar entity
  entity_id = "radar",  --radar entity prototype, string
  modifier = 1  --integer
}
Why ?
Above proposals will either enable to modify stats that are currently impossible to do, or require heavy and ugly workarounds that are UPS intensive. More modding options is always nice.
IT student that likes modding in his free time.

Shameless self-promotion:
http://steamcommunity.com/sharedfiles/f ... =555765765
http://steamcommunity.com/sharedfiles/f ... =575758597
Rseding91
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Re: New modifiers

Post by Rseding91 »

Sorry; but these aren't going to happen.

Those values are not adjustable runtime on entities because if they where then we would have to save/load all of the modifiers and deal with them everywhere entities were damaged and that's not something we're looking to do.
If you want to get ahold of me I'm almost always on Discord.
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wodzu93
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Re: New modifiers

Post by wodzu93 »

Understandable. Thanks for the answer Rseding, looking forward to 1.1.
IT student that likes modding in his free time.

Shameless self-promotion:
http://steamcommunity.com/sharedfiles/f ... =555765765
http://steamcommunity.com/sharedfiles/f ... =575758597
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