Sounds pretty simple, i work hard for balance my modpack for all possible damage values with and without some exact research levels (red+green, red+greed+military, +hitech(utility) etc). But it's kinda have no point cause every damage can scale up infinetly, but enemies stay the same. This fact just bother me, also it make quick tests in creative mode harder, cause console command for enabling all technologies also, for some bizarre reason include 1 level of infinite research, which one i gonna be avoid at any cost during normal game.
Please save me, i want to get rid almost every infinite tech from game, i don't like this, i don't want this to even exist.
List of undesired technologies should be configurable for other players who want to use this mod too
My personal hate list is
Combat:
Stronger explosives
Refined flammables
Energy weapons damage
Physical projectile damage
Artillery shell shooting speed
Utility:
Follower robot count
Worker robot speed
Mining productivity
Mod Request: Remove infinite tech
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- Burner Inserter
- Posts: 7
- Joined: Sun Sep 23, 2018 4:15 pm
- Contact:
Re: Mod Request: Remove infinite tech
Place this code into the data-updates.lua:IVAN_PIDORVAN wrote: Fri May 31, 2019 1:14 am Sounds pretty simple, i work hard for balance my modpack for all possible damage values with and without some exact research levels (red+green, red+greed+military, +hitech(utility) etc). But it's kinda have no point cause every damage can scale up infinetly, but enemies stay the same. This fact just bother me, also it make quick tests in creative mode harder, cause console command for enabling all technologies also, for some bizarre reason include 1 level of infinite research, which one i gonna be avoid at any cost during normal game.
Code: Select all
for tech_name, tech in pairs (data.raw.technology) do
if tech.max_level and tech.max_level == "infinite" then
tech.max_level = 10
end
end
- eradicator
- Smart Inserter
- Posts: 5211
- Joined: Tue Jul 12, 2016 9:03 am
- Contact:
Re: Mod Request: Remove infinite tech
An "infinite" tech is just another tech (they're not even called "infinite" in-game!), there's nothing bizarre about it being researched if you command the game to "research_all_technologies". If you're worried about balance the best approach imho is to make them standard one-level technologies and include them in your balance. That way both the command and the player experience are equal.
Removing the max_level node seems to work.
Removing the max_level node seems to work.
Code: Select all
local forbidden_effects = {
['ammo-damage'] = true,
['turret-attack'] = true,
}
for _,tech in pairs(data.raw.technology) do
if tech.max_level == 'infinite' then
for _,effect in pairs(tech.effects or {}) do
if forbidden_effects[effect.type] then
tech.max_level = nil
break
end
end
end
end
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.