Multi-Channel Surface Effects

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braxbro
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Multi-Channel Surface Effects

Post by braxbro »

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!
braxbro
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Re: Multi-Channel Surface Effects

Post by braxbro »

Bumping this because it’s still relevant
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Re: Multi-Channel Surface Effects

Post by curiosity »

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protocol_1903
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Re: Multi-Channel Surface Effects

Post by protocol_1903 »

+1
pY and pYblock developer, wielder of fluid networks and subtick events in arbitrary ways. I make mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903

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Re: Multi-Channel Surface Effects

Post by Kabury »

+1
braxbro
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Re: Multi-Channel Surface Effects

Post by braxbro »

Still would really welcome this in 2.1 if possible.
front
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Re: Multi-Channel Surface Effects

Post by front »

With module categories, yes I want this.
I was messing with using this to create a custom environmental hazard (affect some machines on the surface), it works but I need to have the local machine set be immune to all surface effects, instead of only "relevant channels". eg, a non-electric machine is not affected by electromagnetic waves.

I am moving forward with that, but having channels would fix every issue with it that I'm currently just living with.
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