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21 commits

Author SHA1 Message Date
Simon Brodtmann
215dd76d90 1.2.6 2025-04-18 10:41:15 +02:00
Simon Brodtmann
1adf84ef1a Move technology changes to final fixes stage 2025-04-15 18:08:54 +02:00
Simon Brodtmann
3c0ebc98e2 Add polish translation 2025-04-15 18:04:59 +02:00
Simon Brodtmann
ae788825fe 1.2.5 2025-02-04 23:04:39 +01:00
Simon Brodtmann
4d875f2eaa Add support for Muluna 2025-02-04 22:16:07 +01:00
Simon Brodtmann
562ed9dd76 Revert "Remove hot LDS"
See https://forums.factorio.com/123081
2025-02-04 22:16:07 +01:00
Simon Brodtmann
19012408a5 1.2.4 2025-02-03 23:04:21 +01:00
Simon Brodtmann
42c7360a39 Fix item weights 2025-02-03 21:56:54 +01:00
Simon Brodtmann
b6e46d3849 1.2.3 2025-02-03 15:48:25 +01:00
Simon Brodtmann
c8ff481c4d Propertly load cf-lib util 2025-02-03 15:47:14 +01:00
Simon Brodtmann
935ee5268e Use non-hot icon variants for the recipes 2025-02-03 10:34:31 +01:00
Simon Brodtmann
104312531b 1.2.2 2025-02-02 17:17:59 +01:00
Simon Brodtmann
e2739df5ca Recipe code now also works if the main result is not the first result in the results list 2025-02-02 17:16:29 +01:00
Simon Brodtmann
a49891d547 Recipes always output "fresh" hot metals
https://mods.factorio.com/mod/hot-metals/discussion/6775293c1c4d7b0e4bba8648
2025-02-02 17:00:32 +01:00
Simon Brodtmann
b2bb6b14bf Format 2025-01-09 17:10:27 +01:00
Simon Brodtmann
aaa8f8e778 1.2.1 2025-01-09 17:09:24 +01:00
Simon Brodtmann
485fc97d74 Add hot stone bricks and hot concrete; Biochambers don't generate hot plastic
https://mods.factorio.com/mod/hot-metals/discussion/677fdef8d37eef8332fa6c2f
https://mods.factorio.com/mod/hot-metals/discussion/675af47f1fba71716b2b7f7f
2025-01-09 17:08:59 +01:00
Simon Brodtmann
59bcccac74 1.2.0 2025-01-01 11:00:42 +01:00
Simon Brodtmann
53c3ce6907 Add hot plastic
https://mods.factorio.com/mod/hot-metals/discussion/675af47f1fba71716b2b7f7f
2025-01-01 10:58:27 +01:00
Simon Brodtmann
1b24772cbb Add support for custom icons
https://mods.factorio.com/mod/hot-metals/discussion/6773ea5e1c4d7b0e4bba85b6
2025-01-01 10:57:29 +01:00
Simon Brodtmann
ee97c9cb52 Support main_product
https://mods.factorio.com/mod/hot-metals/discussion/6773e919c568cd84f3f0884f
2025-01-01 10:20:06 +01:00
22 changed files with 228 additions and 52 deletions

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@ -10,7 +10,7 @@ This mod adds a global variable named `HotMetals`. Add things to it to add suppo
It has the following properties.
### `items`
Add an item name as string or a table with `name` and optional `spoilTicks` and `iconFolder`. The icon file will be `iconFolder .. "hot-" .. itemName .. ".png"`.
Add an item name as string or a table with `name` and optional `spoilTicks` and `iconFolder`. The icon file will be `iconFolder .. "hot-" .. itemName .. ".png"`. If you need more control over the icons, provide a table `icons` instead of `iconFolder`.
### `craftingCategories`
A table containing all supported crafting categories. This mod uses a white list to prevent unwanted categories by default. Only categories used by smelting buildings like the furnace and the foundry should be added.

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@ -1,17 +1,62 @@
Version: 1.1.1
Date: 21.12.2024
Bug Fixes:
- Fixed labels for hot pipe and underground pipe items and recipes (https://mods.factorio.com/mod/hot-metals/discussion/67493d0742705fa9914f61ca)
- Fixed technology triggers being replaced for items that have non-hot early game recipes (https://mods.factorio.com/mod/hot-metals/discussion/676668fb9ce172be6c25f87a)
---------------------------------------------------------------------------------------------------
Version: 1.1.0
Date: 03.12.2024
Changes:
- Added support for Vanilla (you still need to purchase Space Age)
- Added support for AAI Industry
- Added modding support
- Removed Low density structure from the list because of https://forums.factorio.com/viewtopic.php?f=7&t=123081
Bug Fixes:
- Fixed research triggers that use metals with hot variants
- Fixed missing recipe names
---------------------------------------------------------------------------------------------------
Version: 1.2.6
Date: 18.04.2025
Changes:
- Add polish translation (I forgot who did it :-( )
- Move technology changes to final fixes stage
---------------------------------------------------------------------------------------------------
Version: 1.2.5
Date: 04.02.2025
Changes:
- Add Low density structure again after Wube fixed a bug (https://forums.factorio.com/123081)
- Add support for Muluna (Aluminum plate)
---------------------------------------------------------------------------------------------------
Version: 1.2.4
Date: 03.02.2025
Bug Fixes:
- Fix item weights (many items weights where way off)
---------------------------------------------------------------------------------------------------
Version: 1.2.3
Date: 03.02.2025
Changes:
- Use non-hot icon variants for the recipes
Bug Fixes:
- Properly load cf-lib util
---------------------------------------------------------------------------------------------------
Version: 1.2.2
Date: 02.02.2025
Changes:
- Recipes always output "fresh" hot metals (https://mods.factorio.com/mod/hot-metals/discussion/6775293c1c4d7b0e4bba8648)
- Recipe code now also works if the main result is not the first result in the results list
---------------------------------------------------------------------------------------------------
Version: 1.2.1
Date: 09.01.2025
Changes:
- Add hot stone bricks and hot concrete (https://mods.factorio.com/mod/hot-metals/discussion/677fdef8d37eef8332fa6c2f)
- Biochambers don't generate hot plastic (https://mods.factorio.com/mod/hot-metals/discussion/675af47f1fba71716b2b7f7f)
---------------------------------------------------------------------------------------------------
Version: 1.2.0
Date: 01.01.2025
Changes:
- Add support for custom icons (https://mods.factorio.com/mod/hot-metals/discussion/6773ea5e1c4d7b0e4bba85b6)
- Add hot plastic (https://mods.factorio.com/mod/hot-metals/discussion/675af47f1fba71716b2b7f7f)
Bug Fixes:
- Support main_product (https://mods.factorio.com/mod/hot-metals/discussion/6773e919c568cd84f3f0884f)
---------------------------------------------------------------------------------------------------
Version: 1.1.1
Date: 21.12.2024
Bug Fixes:
- Fixed labels for hot pipe and underground pipe items and recipes (https://mods.factorio.com/mod/hot-metals/discussion/67493d0742705fa9914f61ca)
- Fixed technology triggers being replaced for items that have non-hot early game recipes (https://mods.factorio.com/mod/hot-metals/discussion/676668fb9ce172be6c25f87a)
---------------------------------------------------------------------------------------------------
Version: 1.1.0
Date: 03.12.2024
Changes:
- Added support for Vanilla (you still need to purchase Space Age)
- Added support for AAI Industry
- Added modding support
- Removed Low density structure from the list because of https://forums.factorio.com/viewtopic.php?f=7&t=123081
Bug Fixes:
- Fixed research triggers that use metals with hot variants
- Fixed missing recipe names
- Fixed Holmium

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@ -1,6 +1,7 @@
local modList = {
"space-age",
"aai-industry"
"aai-industry",
"planet-muluna"
}
for _, mod in pairs(modList) do

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@ -0,0 +1 @@
table.insert(HotMetals.items, "aluminum-plate")

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@ -5,8 +5,7 @@ table.insert(HotMetals.items, "iron-stick")
table.insert(HotMetals.items, "pipe")
table.insert(HotMetals.items, "pipe-to-ground")
table.insert(HotMetals.items, "tungsten-plate")
-- Disabled because of https://forums.factorio.com/viewtopic.php?f=7&t=123081
--table.insert(HotMetals.items, "low-density-structure")
table.insert(HotMetals.items, "low-density-structure")
table.insert(HotMetals.craftingCategories, "metallurgy")
table.insert(HotMetals.craftingCategories, "crafting-with-fluid-or-metallurgy")
@ -16,4 +15,12 @@ table.insert(HotMetals.skipTechUnlocksFor, "iron-gear-wheel")
table.insert(HotMetals.skipTechUnlocksFor, "copper-cable")
table.insert(HotMetals.skipTechUnlocksFor, "iron-stick")
table.insert(HotMetals.skipTechUnlocksFor, "pipe")
table.insert(HotMetals.skipTechUnlocksFor, "pipe-to-ground")
table.insert(HotMetals.skipTechUnlocksFor, "pipe-to-ground")
if settings.startup["hot-metals-plastic"].value then
table.insert(HotMetals.craftingCategories, "chemistry-or-cryogenics")
end
if settings.startup["hot-metals-bricks"].value then
table.insert(HotMetals.items, "concrete")
end

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@ -0,0 +1 @@
require("prototypes/hot-metals-final")

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@ -2,7 +2,7 @@ HotMetals = {
items = {
"copper-plate",
"iron-plate",
"steel-plate",
"steel-plate"
},
craftingCategories = {
"smelting"
@ -10,4 +10,17 @@ HotMetals = {
skipTechUnlocksFor = {}
}
require("__cf-lib__/util")
if settings.startup["hot-metals-plastic"].value then
table.insert(HotMetals.items, "plastic-bar")
if not mods["space-age"] then -- Space age uses other crafting categories
table.insert(HotMetals.craftingCategories, "chemistry")
end
end
if settings.startup["hot-metals-bricks"].value then
table.insert(HotMetals.items, "stone-brick")
end
require("compatibility.data")

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@ -1,13 +1,14 @@
{
"name": "hot-metals",
"version": "1.1.1",
"title": "Hot metals",
"description": "A furnace doesn't just output cold usable results. You need to wait for them to cool down.",
"author": "cackling fiend",
"homepage": "",
"factorio_version": "2.0",
"dependencies": [
"base"
],
"spoiling_required": true
{
"name": "hot-metals",
"version": "1.2.6",
"title": "Hot metals",
"description": "A furnace doesn't just output cold usable results. You need to wait for them to cool down.",
"author": "cackling fiend",
"homepage": "",
"factorio_version": "2.0",
"dependencies": [
"base",
"cf-lib >= 0.0.2"
],
"spoiling_required": true
}

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@ -3,6 +3,10 @@ hot=Hot
[mod-setting-name]
hot-metals-time=Cooldown time
hot-metals-plastic=Add hot plastic
hot-metals-bricks=Add hot stone bricks and concrete
[mod-setting-description]
hot-metals-time=The time in seconds for a hot item to cool down.
hot-metals-time=The time in seconds for a hot item to cool down.
hot-metals-plastic=Although the temperature of hot plastic is way lower compared to metals, you might want to have a hot variant anyway.
hot-metals-bricks=Stone bricks and concrete are not included by default. If you like to play with hot variants, you can enable this option.

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@ -0,0 +1,12 @@
[item-name]
hot=Hot
[mod-setting-name]
hot-metals-time=Czas stygnięcia
hot-metals-plastic=Dodaj gorący plastik
hot-metals-bricks=dodaj gorące kamienne cegły i beton
[mod-setting-description]
hot-metals-time=Czas w sekundach, jaki jest potrzebny, aby gorący przedmiot ostygł.
hot-metals-plastic=Chociaż temperatura gorącego plastiku jest znacznie niższa w porównaniu do metali, możesz chcieć mieć jego gorącą wersję.
hot-metals-bricks=Kamienne cegły i beton nie są domyślnie uwzględnione. Jeśli lubisz grać z gorącymi wariantami, możesz włączyć tę opcję.

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@ -0,0 +1,9 @@
-- Change technology triggers
for _, tech in pairs(data.raw.technology) do
if tech.research_trigger then
local item = data.raw.item[tech.research_trigger.item]
if item and item.hot_item and not contains(HotMetals.skipTechUnlocksFor, item.name) then
tech.research_trigger.item = item.hot_item
end
end
end

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@ -1,38 +1,106 @@
local defaultSpoilTicks = settings.startup["hot-metals-time"].value * 60
function createHotVariant(item)
local itemName = item
---@param name data.ItemID
---@return data.ItemPrototype?
function getItem(name)
if data.raw.item[name] then
return data.raw.item[name] --[[@as data.ItemPrototype]]
end
for item_type in pairs(defines.prototypes.item) do
local type_lookup = data.raw[item_type]
if type_lookup and type_lookup[name] then
return type_lookup[name] --[[@as data.ItemPrototype]]
end
end
end
---@param table item
---@return number
function getWeight(item)
if type(item) == "string" then
item = getItem(item)
end
if item.weight then return item.weight end
local factor = item.ingredient_to_weight_coefficient or 0.5
for _, recipe in pairs(data.raw.recipe) do
if recipe.results == nil then
goto continue
end
local function isResultMatch(result)
return result.name == item.name
end
local results = table.filter(recipe.results, isResultMatch)
if #results > 0 then
for _, ingredient in pairs(recipe.ingredients) do
if ingredient.type == "item" then
local weight = data.raw.item[ingredient.name].weight or getWeight(data.raw.item[ingredient.name])
local amount = ingredient.amount
if ingredient.amount_min and ingredient.amount_max then
amount = (ingredient.amount_min + ingredient.amount_max) / 2
end
return amount * weight * factor
end
end
end
::continue::
end
return 100
end
function createHotVariant(config)
local itemName = config
local spoilTicks = defaultSpoilTicks
local iconFolder = "__hot-metals__/graphics/icons/"
if type(item) == "table" then
itemName = item.name
spoilTicks = item.spoilTicks or spoilTicks
iconFolder = item.iconFolder or iconFolder
if type(config) == "table" then
itemName = config.name
spoilTicks = config.spoilTicks or spoilTicks
iconFolder = config.iconFolder or iconFolder
end
local item = data.raw.item[itemName]
item.weight = getWeight(item)
-- Create new item
local hotItem = table.deepcopy(data.raw.item[itemName])
hotItem.name = "hot-" .. itemName
hotItem.localised_name = { "", { "item-name.hot" }, " ", { "item-name." .. itemName } }
hotItem.icon = iconFolder .. "hot-" .. itemName .. ".png"
if (config.icons) then
hotItem.icons = config.icons
else
hotItem.icon = iconFolder .. "hot-" .. itemName .. ".png"
end
hotItem.order = hotItem.order .. "-hot"
hotItem.ingredient_to_weight_coefficient = item.ingredient_to_weight_coefficient
hotItem.weight = item.weight
hotItem.spoil_result = itemName
hotItem.spoil_ticks = spoilTicks
data:extend({ hotItem })
item.hot_item = hotItem.name
-- Change recipes
for _, recipe in pairs(data.raw.recipe) do
if contains(HotMetals.craftingCategories, recipe.category) and recipe.results[1].name == itemName then
recipe.results[1].name = hotItem.name
recipe.localised_name = { "item-name." .. itemName }
end
end
if contains(HotMetals.craftingCategories, recipe.category) then
local function isResultMatch(result)
return result.name == itemName
end
local results = table.filter(recipe.results, isResultMatch)
if #results > 0 then
-- Change regular recipe to be the "hot" recipe
for _, result in pairs(results) do
result.name = hotItem.name
end
recipe.localised_name = { "item-name." .. itemName }
recipe.icon = recipe.icon or item.icon
recipe.icon_size = recipe.icon_size or item.icon_size
recipe.icons = recipe.icons or item.icons
if recipe.main_product == itemName then
recipe.main_product = hotItem.name
end
-- Change technology triggers
for _, tech in pairs(data.raw.technology) do
if tech.research_trigger and tech.research_trigger.item == itemName and not contains(HotMetals.skipTechUnlocksFor, itemName) then
tech.research_trigger.item = hotItem.name
recipe.preserve_products_in_machine_output = true
recipe.result_is_always_fresh = true
end
end
end
end

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@ -5,5 +5,19 @@ data:extend({
setting_type = "startup",
default_value = 20,
order = "a"
},
{
type = "bool-setting",
name = "hot-metals-plastic",
setting_type = "startup",
default_value = false,
order = "b"
},
{
type = "bool-setting",
name = "hot-metals-bricks",
setting_type = "startup",
default_value = false,
order = "c"
}
})
})

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