Factorissimo2


Factorissimo adds factory buildings to Factorio. Place them down, walk in, build your factories inside!

Content
3 years ago
0.14 - 1.1
222K

g is it compatible with mods that have the event on_chunk_generated?

6 years ago

i wanted to make a combinator mod which would behave very similar to this mod, but i wonder if there would be problems with mods that have the event on_chunk_generated, like z adventure or whistle stop factories
i'm planning on using just 1 surface for all my combinators and disabling the player character when inside, do you have any tips for me?

6 years ago

Factorissimo's factory interiors never actually produce any on_chunk_generated events, because I use

surface.set_chunk_generated_status(<...>, defines.chunk_generated_status.entities)

which causes Factorio to believe the chunk is already generated and skip the event. Since the interior surfaces are bounded (2x2 tiles), chunks beyond the boundary will also never trigger that event.

One more tip: Make sure to benchmark your mod and optimize it; manually teleporting signals has been quite bad for UPS in my experience. That's why Factorissimo2's circuit connectors are slow updating by default, support few signals at once, and have warning labels attached: even with the optimizations I've attempted, I've noticed severe performance impact just from the circuit API calls themselves.

6 years ago

you can connect electric poles between surfaces per script, but maybe has to set their max distance to infinite.
anyway thanks for the tips :)

6 years ago

That's news to me.

6 years ago

for our robot-orphan problem, i think the solution is scanning for robots in the area, and getting the owner by entity.logistic_cell.owner... and putting them into the player's inventory upon leaving

6 years ago
(updated 6 years ago)

Not necessary. Robots already follow their owner upon teleportation in vanilla.

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