[2.0.12] Demolisher API (territories & spawning?)

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Oarc
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[2.0.12] Demolisher API (territories & spawning?)

Post by Oarc »

Hello,

I tried to search and didn't see another request yet. But at some point, it would be nice to get access to Demolisher territories for modding purposes.

- Ability to tell what territories are on the map, if a chunk or map position is within a territory, if the territory is claimed or not.
- Maybe runtime ability to remove and create or reset territories?

Thanks!

ahicks
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Re: [2.0.12] Demolisher API (territories & spawning?)

Post by ahicks »

We have to rethink how we do combat so we won't need this for a long time, but in order to expose demolishers to our players reasonably we will need to either get it via this or developing some lua-side approximated algorithm.

zanven
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Re: [2.0.12] Demolisher API (territories & spawning?)

Post by zanven »

i would also like a way to spawn demolishers with quality.

When you try to create entity by type with a quality property and its a demolisher it doesnt work and is an invalid luaEntity object while it does work with buildings / biter nests etc.

if i want to replace a demolisher with a new one, will the territory have a few ticks grace before unlocking so i can "delete then create replacement" ?

Will the spawning of units call for territories instead be a totally new interface so you spawn entities to a territory and the territory controls placement. i.e create_territory_unit(name,territory,force,quality)

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