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Factorio 2.0 / Space Age #320
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Some of the tests don't pass, but I don't expect you to fix them now. I think we'll fix them in a separate ticket later. |
it wasn't too bad |
Thank you for the fix!
I think we'll need to look into the boiler situation after pY decides what to do about boilers and liquid temperatures. |
I made the current implementation work correctly for vanilla, which only uses one water temperature |
Then we're good. We'll have to address the pY temperatures once everything settles, I think. |
this code is a mess
the recipes are not stable enough for adaption yet
The tick limit for recipes was removed from the game.
For now, this feature is without the support for different input fluid temperatures.
Rocket launch can go to platform or directly into the cargo-landing pad.
IngredientPrototype and ProductPrototype now have very strict format requirements.
'require' works differently in 2.0: The package.loaded cache is by resolved-path now instead of required-path.
allowed_effects only restrict positive (for the player, not mathematically) effects.
there is no documentation of type 6 yet, but it seems to be a 8 byte integer. For type-7 see https://github.com/justarandomgeek/vscode-factoriomod-debug/blob/current/src/Util/PropertyTree.ts
For Yafc 2.0, we'll use separate config and autosave files, so the two versions of Yafc can coexist if a user wants to play both Factorio 1.1 and 2.0. Also update the version and the changelog.
Squashed the commit of changing the Factorio version to 1.2 with changing it to 2.0. Did the same with type-6 and 7, and Defines. |
I checked all of the #320 commits to see if they would a hard dependency on the Space Age DLC. And I only found the one commit that adds the mods by default. As far as I could figure out, there is no need to forcefully add these mods: when they are enabled in mod-list.json they get loaded. No other code is depending on these mods, all related code adds support when it is encountered when loading the mods. I tested by loading both a Space Age and a non-Space Age project (with the mods enabled/disabled) without issues. So in the end the fix for #323 is fairly straightforward 😌
While checking for the Space Age changes of #320, I noticed 'new' errors when loading a project. Which was triggered by the (lack of) support of the new [research triggers](https://lua-api.factorio.com/latest/concepts/ResearchTrigger.html). Adding the `craft-item` type was fairly easy (I was fiddling a bit and it worked): _\<removed outdated screenshot, see comments for newer one\>_ So I cleaned the code a little and made this PR. Note that supporting `mine-entity` was also easy, but for some reason it makes most of the items inaccessible... So I did not include it in this PR. We need to take a better look. The other types, I did not try as their implementation was not directly apparent to me (and `craft-fluid` is not in use, so I could not try/test)
Contains the changes necessary to work with Factorio 2.0, as well as some additions:
Many features are still missing, but it's enough to start doing some calculations.
For further details, please see the checklists in the linked issues.