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More Ingredient/Product types
Posted: Sat Oct 04, 2025 4:50 pm
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
Re: More Ingredient/Product types
Posted: Sat Oct 04, 2025 5:28 pm
by Rseding91
I don't understand the first one. Rocket silos auto-void results automatically.
Re: More Ingredient/Product types
Posted: Sat Oct 04, 2025 5:36 pm
by Bilka
You can already set a pollution multiplier on the recipe with
RecipePrototype::emissions_multiplier.
Re: More Ingredient/Product types
Posted: Sat Oct 04, 2025 5:45 pm
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.
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.
Re: More Ingredient/Product types
Posted: Sun Oct 05, 2025 12:29 am
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
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.
Re: More Ingredient/Product types
Posted: Sun Oct 05, 2025 4:19 am
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.
Re: More Ingredient/Product types
Posted: Sun Oct 05, 2025 4:41 am
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.