[Question] Are these doable via modding?

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Imperio
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[Question] Are these doable via modding?

Post by Imperio »

I'm looking to get my hands dirty in modding, and I have some ideas. I'm not entirely sure however if all these ideas are even possible to be implemented, so before I bang my head against the wall, some pointers from veterans would be appreciated!

1) You already can change the productivity of recipes via teching. Can you also affect other attributes, such as crafting time, pollution, energy usage, or quality?

2) Likewise, can you manipulate entities directly via teching, such as adding a base productivity bonus, base speed bonus, or base quality bonus to an assembling machine?

3) Could you also alter entities more significantly via teching, such as allowing fluid ingredients in an assembling machine, adding module slots, or modifying transport belt speed?

In 2) and 3), I'm basically asking if you can change the properties of entities during runtime, by whatever trigger that may be. Teching would be the logical choice here.

4) Can you alter recipes during runtime? E.g. have Steel Plate require only 4 Iron Plates instead of 5, with all existing instances of that recipe being automatically updated?

5) Can you change the way Quality bonuses are applied to different entities? Specifically, can you explicitly state the effects of each quality tier for any entity, without it having to be linear?

6) Would it be possible to assign the pollution and energy usage values on a per-recipe basis, so that those are then tied to the recipe, not to the machine making that recipe? Basically I'm looking to turn those upside down so that the pollution and energy would be constant (like crafting time currently is), and machines could then have modifiers to those values (like crafting speed can be modified).

Thank you in advance!
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