As the title says, a feature i'd like to see implemented within the OffShorePump prototype is to let it be able to choose between, essenitally, how it worked in 1.0 and how it works in 2.0. Im my mind, this would be achievable by just having a new prototype type that lets you select any fluid, which is what the offshore pump would produce when placed down; if its not defined however? it'll just default to using the fluid that the tile currently is.
This would allow for a lot more customization within mods, e.g, if they wanted the player to get a type of water that has to be processed before being usable from offshore pump, instead of only being able to give the player water (Which is what I do in my mod, and is why im asking for this request). It would also save the hassle of having to recreate this in 2.0 without it being an innate feature of the pumps.
Let OffshorePumpPrototypes be able to choose wether to give a fluid, or take the fluid from the tile
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Let OffshorePumpPrototypes be able to choose wether to give a fluid, or take the fluid from the tile
coder? i hardly know her!
Re: Let OffshorePumpPrototypes be able to choose wether to give a fluid, or take the fluid from the tile
You may be better suited (especially in this case) by using the much more powerful TileBuildabilityRules that all entities can now use to restrict placement.
With these rules you can make an assembling-machine with a fixed recipe serve as an offshore-pump… but you can also make it yield items in addition to fluids, or require power, or require heat, or any number of other fun things.
With these rules you can make an assembling-machine with a fixed recipe serve as an offshore-pump… but you can also make it yield items in addition to fluids, or require power, or require heat, or any number of other fun things.
Re: Let OffshorePumpPrototypes be able to choose wether to give a fluid, or take the fluid from the tile
Yes, TileBuildabilityRules offers a solution and works well so far. However, in the example mentioned or, for example, in one of my mods, it has the disadvantage that when building the entity used as a pump, if it is not an offshore pump, the possible building sites (green squares) on the coast are not displayed.
Or is there a way to display these for other entities / prototypes as well?
Or is there a way to display these for other entities / prototypes as well?
My Mods: Picklocks Fusion Power | Picklocks Inserter | Picklocks Lithium Polymer Accumulator | Picklocks rocket silo stats | Picklocks Set Inventory Filters | Picklocks QuickBar Import/Export | Picklocks Nauvis Cliff-Explosives
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Re: Let OffshorePumpPrototypes be able to choose wether to give a fluid, or take the fluid from the tile
That is actually very good to know (and will be useful for future mods i have in mind), but as mentioned by as picklock it lacks some features (the outlined placability); but I would rather have OffShorePumps be more versatile in their usability rather then have to use a workaround.braxbro wrote: ↑Sun Nov 24, 2024 11:44 pm You may be better suited (especially in this case) by using the much more powerful TileBuildabilityRules that all entities can now use to restrict placement.
With these rules you can make an assembling-machine with a fixed recipe serve as an offshore-pump… but you can also make it yield items in addition to fluids, or require power, or require heat, or any number of other fun things.
I will most likely use this system for my buildings for now, thank you
coder? i hardly know her!