Re: Community Made modding API
Posted: Tue Jun 02, 2015 6:03 am
Just my 2 cents, if the Factorio modding API was in C++ and not Lua I would never have created any mods. Having to setup a compiler tool chain just to make a quick mod would have turned me off in a heartbeat. Sure there are limitation in the Factorio Lua API but those limitations are half the fun of modding.
You can do most of this with a little bit of imagination and some Lua hacking. Sure it would be easier if you could write your own entity definitions in C++ and compile them into the game but just because it is a little harder doesn't make it impossible. I think there is a mod doing something similar to everyone of your examples.zerotheliger wrote:like i was talking about earlier its doesn't seem possible to make something like buildcraft item pipes or logistics pipes or even something like applied energistics, or completely overhaul the rail portion to add features and tracks from a mod like railcraft.