More Ingredient/Product types

Place to ask discuss and request the modding support of Factorio. Don't request mods here.
meifray
Fast Inserter
Fast Inserter
Posts: 128
Joined: Sat May 29, 2021 6:12 pm
Contact:

More Ingredient/Product types

Post by meifray »

Like now removed "research progress", this make assembling machine may interact more aspect of game, something like:

RocketPartProductPrototype:
type :: "rocket-part"
and it has almost all ItemProductPrototype property but just no name and percent_spoiled because they are no items.

no more deleting item in Rock Silo! More complex rocket recipes :>

and in the space age engine we can actually make item spoil instantly and use trigger to invoke events for engine and modmaker to handle,
but what if we can directly use them?

TriggerProductPrototype:
type :: "trigger"
trigger :: Trigger
representive_signal :: optional SignalID
hidden :: Boolean

and maybe even artificially change the world and utilitze those emmision? (now we can just use fluid box that have no input/output and tricking them each tick, or if only we have "TriggerProductPrototype" to only update if such recipe is going...)

IngredientProductPrototype:
type :: "pollution"
name :: AirbornePollutantID
amount :: Double

PollutionProductPrototype:
type :: "pollution"
name :: AirbornePollutantID
amount :: Double
Rseding91
Factorio Staff
Factorio Staff
Posts: 16237
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: More Ingredient/Product types

Post by Rseding91 »

I don't understand the first one. Rocket silos auto-void results automatically.
If you want to get ahold of me I'm almost always on Discord.
Bilka
Factorio Staff
Factorio Staff
Posts: 3671
Joined: Sat Aug 13, 2016 9:20 am
Contact:

Re: More Ingredient/Product types

Post by Bilka »

You can already set a pollution multiplier on the recipe with RecipePrototype::emissions_multiplier.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
meifray
Fast Inserter
Fast Inserter
Posts: 128
Joined: Sat May 29, 2021 6:12 pm
Contact:

Re: More Ingredient/Product types

Post by meifray »

Rseding91 wrote: Sat Oct 04, 2025 5:28 pm I don't understand the first one. Rocket silos auto-void results automatically.
I think it will be more intresting if rocket-silo entity do not have such auto-void ability, and I agree it is more complex but I think it might be a right call.
Bilka wrote: Sat Oct 04, 2025 5:36 pm You can already set a pollution multiplier on the recipe with RecipePrototype::emissions_multiplier.
But that way is really unstable, we now have a two chemical plant one creates pollution(base game chemical-plant) and one deletes pollution(space age biochamber), if I implement a recipe that delete pollution by fliping the sign using emissions_multiplier, it will make it create pollution in biochamber.
User avatar
protocol_1903
Filter Inserter
Filter Inserter
Posts: 359
Joined: Fri Sep 09, 2022 4:33 pm
Contact:

Re: More Ingredient/Product types

Post by protocol_1903 »

meifray wrote: Sat Oct 04, 2025 5:45 pm
Rseding91 wrote: Sat Oct 04, 2025 5:28 pm I don't understand the first one. Rocket silos auto-void results automatically.
I think it will be more intresting if rocket-silo entity do not have such auto-void ability, and I agree it is more complex but I think it might be a right call.
I don't really see a use case or implementation for this, can you explain?
meifray wrote: Sat Oct 04, 2025 5:45 pm
Bilka wrote: Sat Oct 04, 2025 5:36 pm You can already set a pollution multiplier on the recipe with RecipePrototype::emissions_multiplier.
But that way is really unstable, we now have a two chemical plant one creates pollution(base game chemical-plant) and one deletes pollution(space age biochamber), if I implement a recipe that delete pollution by fliping the sign using emissions_multiplier, it will make it create pollution in biochamber.
In that case be more particular about where you put your recipes? You can always make a biochamber only and chemplant only one, and I think most modded recipes won't run into that issue. I believe that your problem here is trying to keep the one recipe instead of just swapping it between the two.
Py and PyBlock developer, wielder of LUA in arbitrary ways. I make mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
meifray
Fast Inserter
Fast Inserter
Posts: 128
Joined: Sat May 29, 2021 6:12 pm
Contact:

Re: More Ingredient/Product types

Post by meifray »

protocol_1903 wrote: Sun Oct 05, 2025 12:29 am I don't really see a use case or implementation for this, can you explain?
Fueling cold liquid oxygen into rocket silo and output hot liquid oxygen for reprocessing.
and when rocksilo is not in action they damaged itself overtime.
protocol_1903 wrote: Sun Oct 05, 2025 12:29 am In that case be more particular about where you put your recipes? You can always make a biochamber only and chemplant only one, and I think most modded recipes won't run into that issue. I believe that your problem here is trying to keep the one recipe instead of just swapping it between the two.
True but In my point of view such modifier is really problematic, in the tooltip it shows -200% pollution, and you have to check the machine to make sure what pollution base is used there and you have to add a 100% to get a real pollution amount, none of it will be necessary if only we can set certain amount of pollution is created not via a ratio.
curiosity
Filter Inserter
Filter Inserter
Posts: 698
Joined: Wed Sep 11, 2019 4:13 pm
Contact:

Re: More Ingredient/Product types

Post by curiosity »

protocol_1903 wrote: Sun Oct 05, 2025 12:29 am In that case be more particular about where you put your recipes? You can always make a biochamber only and chemplant only one, and I think most modded recipes won't run into that issue. I believe that your problem here is trying to keep the one recipe instead of just swapping it between the two.
That kills fast replace.
Post Reply

Return to “Modding interface requests”