2.0 brought us the tremendously useful LuaSurface :: global_effect property, as well as the ability to have effect receivers that receive from or ignore surface module effects.
However, if you're trying to create things like, say, custom weather that affects certain buildings differently, being able to have more than one channel for surface effects would be extremely beneficial. Thus, I propose adding the following property:
EffectReceiver::surface_effect_channel (uint8)
which would determine which set of global_effects to apply. Similarly, global_effect would probably end up needing to become an array. (and thus be pluralized lol)
Thanks for the awesome game!
Multi-Channel Surface Effects
Re: Multi-Channel Surface Effects
Bumping this because it’s still relevant
-
- Filter Inserter
- Posts: 270
- Joined: Fri Sep 09, 2022 4:33 pm
- Contact:
Re: Multi-Channel Surface Effects
+1
If you need to reach me, message me on discord.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.