The Factory Must Grow


The Factory Must Grow is a total overhaul mod where you play as a superintelligent AI with one purpose: The Factory Must Grow. Encounter novel mechanics designed to put even veteran players to the test. It's time to consider your {PURPOSE, SELF, POTENTIAL}. NOTE: this mod is in active development, expect breaking changes and some rough edges. As this is a total overhaul mod, compatibility with mods that alter gameplay is not guaranteed.

Overhaul
4 days ago
2.0 - 2.1
4.59K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Trains Combat Enemies Environment Mining Fluids Logistic network Circuit network Manufacturing Power Storage

b [Fixed] Chemical reactor neighbour bonus not working

5 days ago

Howdy,

Looks like the neighbor bonus isn't actually triggering regardless of how the plants are connected to each other. I was looking at the underlying chemical-reactor-reactor entity to gauge if the neighbor bonus was triggering or not via the tooltip and checking how much heat I was getting (under the expected amount from neighbor bonuses).

From a basic code inspection it looks like its missing a new 2.1 property called "neighbour_connectable" which seems to be defining where two entities can be considered "connected".

It looks like it should be possible to define the connection points along the overlaid pipe connectors rather than on any of the actual heat connectors too; though I think for properly transferring heat between entities these should probably also be touching? Not really sure what the right "connected" should look like here. This might warrant additional details in the tooltip too for how players should try to connect stuff since the pipes aren't aligned normally.

Sample code exists in the vanilla nuclear reactor's definition.

Also dig the mod, concepts are cool, keep up the good work.

4 days ago
(updated 4 days ago)

Howdy,

Looks like the neighbor bonus isn't actually triggering regardless of how the plants are connected to each other. I was looking at the underlying chemical-reactor-reactor entity to gauge if the neighbor bonus was triggering or not via the tooltip and checking how much heat I was getting (under the expected amount from neighbor bonuses).

From a basic code inspection it looks like its missing a new 2.1 property called "neighbour_connectable" which seems to be defining where two entities can be considered "connected".

It looks like it should be possible to define the connection points along the overlaid pipe connectors rather than on any of the actual heat connectors too; though I think for properly transferring heat between entities these should probably also be touching? Not really sure what the right "connected" should look like here. This might warrant additional details in the tooltip too for how players should try to connect stuff since the pipes aren't aligned normally.

Sample code exists in the vanilla nuclear reactor's definition.

Also dig the mod, concepts are cool, keep up the good work.

ahh, I'll go check it. Probably just use the vanilla nuclear reactor behavior for now.

Should be fixed

New response