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Multi-Channel Surface Effects

Posted: Wed Jan 08, 2025 10:26 pm
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!

Re: Multi-Channel Surface Effects

Posted: Thu Jul 10, 2025 1:52 pm
by braxbro
Bumping this because it’s still relevant

Re: Multi-Channel Surface Effects

Posted: Thu Jul 10, 2025 7:06 pm
by curiosity

Re: Multi-Channel Surface Effects

Posted: Fri Jul 11, 2025 2:24 am
by protocol_1903
+1

Re: Multi-Channel Surface Effects

Posted: Sun Mar 29, 2026 6:22 am
by Kabury
+1

Re: Multi-Channel Surface Effects

Posted: Fri Jun 26, 2026 11:18 am
by braxbro
Still would really welcome this in 2.1 if possible.

Re: Multi-Channel Surface Effects

Posted: Sat Jun 27, 2026 6:50 pm
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.