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Fully support planning of 2.0 base game (with mods)
Do not crash when using the DLC
General Changes
Set version to 2.0 in mod loading
Update Defines.lua
Last updated with Factorio 2.0.6
2.0.2 Changelog:
Added BeaconPrototype::allowed_module_categories, CraftingMachinePrototype::allowed_module_categories, LabPrototype::allowed_module_categories, MiningDrillPrototype::allowed_module_categories, and RecipePrototype::allowed_module_categories.
Removed ItemPrototype::rocket_launch_product. Use rocket_launch_products instead.
Added ItemPrototype::send_to_orbit_mode.
Removed BurnerEnergySource::fuel_category. Use BurnerEnergySource::fuel_categories instead.
Added OffshorePumpPrototype::energy_source and energy_usage.
I added them, but didn't test because base game has void energy source.
Changed research unit ingredients to only be specified by a tuple.
Changed recipe ingredients to only be specified by a table with named keys.
Removed catalyst_amount from recipe products. Added ignored_by_productivity to recipe products.
Added 'R' (ronna) and 'Q' (quetta) SI prefixes.
Removed 'K' from allowed SI prefixes - use 'k' instead.
Renamed boiler "heat-water-inside" mode to "heat-fluid-inside". (worked without changes)
Renamed InserterPrototype::stack to InserterPrototype::bulk.
Reworked noise expression definition system.
No documentation available yet. Is used for calculating the cost of mining resources.
The fluid generated by offshore pump is property of the tile instead of the pump.
I added a little bit, but it's not ideal yet.
Replaced ModulePrototype::limitation and ModulePrototype::limitation_blacklist with RecipePrototype::allow_[effect-name] properties (e.g. RecipePrototype::allow_productivity). By default, all effects except productivity are allowed.
Added RocketSiloPrototype::rocket_quick_relaunch_start_offset, specifying the starting position for rockets created with the new quick-launch feature. 0 is the regular starting position, 1 is the end of the rising animation.
This would only be used to calculate the rocket silo building speed, but that is hardcoded at the moment. At least we should adjust that hardcoded value, see CreateLaunchRecipe.
Removed RecipePrototype::result and result_count. Use RecipePrototype::results instead.
ProductPrototype now has a mandatory "type" field and does not accept simplified syntax for item products.
Added MiningDrillPrototype::effect_receiver, CraftingMachinePrototype::effect_receiver and LabPrototype::effect_receiver.
I only made the old base_productivity work, not the new things.
Removed MiningDrillPrototype::base_productivity, CraftinMachinePrototype::base_productivity and LabPrototype::base_productivity. They were moved into EffectReceiverPrototype::base_effect.
Removed normal and expensive properties from TechnologyPrototype and RecipePrototype.
Added quality prototype and various related prototype properties.
Added burner-usage prototype.
This is only for possible minor UI improvements.
Added MiningDrillPrototype::resource_drain_rate_percent.
This would only be used for calculating the cost of mining resources.
Added BeaconPrototype::profile and beacon_counter.
Added TechnologyPrototype::research_trigger.
I've only made adjustments to properly load and the milestone calculation not be completely off.
Added TechnologyPrototype::allows_productivity.
Would this affect SpecialNames.ResearchUnit?
Added RecipePrototype::maximum_productivity.
Further changes:
Boiler fluid consumption amount now depends on input temperature https://forums.factorio.com/viewtopic.php?p=604951#p604951
This is a very bad change, YAFC is not made for this, previously the recipe time had special handling, but now this needs special handling for the ingredients.
Added ItemProductPrototype::extra_count_fraction.
Crafting machines can craft more than 1 recipe per tick if their speeds are fast enough.
Added TileProperty::destroys_dropped_items.
Should we add voiding recipes for this?
Various additions to Modifier (used in TechnologyPrototype::effects): laboratory-productivity (for SpecialNames.ResearchUnit), change-recipe-productivity (configure in UI?), mining-with-fluid (can't mine resources that require mining fluid before unlocking, theoretically required for milestone analysis),
beacon-distribution: Unused in vanilla and poorly documented (configure in UI?)
Lua require behavior changed.
CraftingMachinePrototype::ignore_output_full
In non-modded it is only used for captivated spawners, which don't have any inputs. However, you will always have a fixed integer amount of buildings that you need to power with bioflux. Not sure how mods are going to abuse this property.
This could mess with all the math that YAFC is doing. Should we force those buildings to have a fixed building count?
Do we want to automatically/forced allow overproduction for those?
Lots of items/recipes without a proper display name.
The text was updated successfully, but these errors were encountered:
Main 2.0 compatibility
General Changes
Defines.lua
Last updated with Factorio 2.0.6
2.0.2 Changelog:
I added them, but didn't test because base game has void energy source.
No documentation available yet. Is used for calculating the cost of mining resources.
I added a little bit, but it's not ideal yet.
This would only be used to calculate the rocket silo building speed, but that is hardcoded at the moment. At least we should adjust that hardcoded value, see
CreateLaunchRecipe
.I only made the old base_productivity work, not the new things.
This is only for possible minor UI improvements.
This would only be used for calculating the cost of mining resources.
I've only made adjustments to properly load and the milestone calculation not be completely off.
Would this affect
SpecialNames.ResearchUnit
?Further changes:
https://forums.factorio.com/viewtopic.php?p=604951#p604951
This is a very bad change, YAFC is not made for this, previously the recipe time had special handling, but now this needs special handling for the ingredients.
Should we add voiding recipes for this?
SpecialNames.ResearchUnit
), change-recipe-productivity (configure in UI?), mining-with-fluid (can't mine resources that require mining fluid before unlocking, theoretically required for milestone analysis),require
behavior changed.In non-modded it is only used for captivated spawners, which don't have any inputs. However, you will always have a fixed integer amount of buildings that you need to power with bioflux. Not sure how mods are going to abuse this property.
This could mess with all the math that YAFC is doing. Should we force those buildings to have a fixed building count?
Do we want to automatically/forced allow overproduction for those?
The text was updated successfully, but these errors were encountered: