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6 changed files with 45 additions and 58 deletions
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@ -1,4 +1,16 @@
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---------------------------------------------------------------------------------------------------
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Version: 1.2.7
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Date: 22.08.2025
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Bug Fixes:
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- Simplify weight calculation to prevent infinite recursion (https://mods.factorio.com/mod/hot-metals/discussion/68a3a137a86e2ca3d73388fe)
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- Always show hot variants in filter menus (https://mods.factorio.com/mod/hot-metals/discussion/685ac28c1436373189fc0bff)
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---------------------------------------------------------------------------------------------------
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Version: 1.2.6
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Date: 18.04.2025
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Changes:
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- Add polish translation (I forgot who did it :-( )
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- Move technology changes to final fixes stage
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---------------------------------------------------------------------------------------------------
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Version: 1.2.5
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Date: 04.02.2025
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Changes:
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1
hot-metals/data-final-fixes.lua
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1
hot-metals/data-final-fixes.lua
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@ -0,0 +1 @@
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require("prototypes/hot-metals-final")
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@ -1,10 +1,10 @@
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{
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"name": "hot-metals",
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"version": "1.2.5",
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"version": "1.2.7",
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"title": "Hot metals",
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"description": "A furnace doesn't just output cold usable results. You need to wait for them to cool down.",
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"author": "cackling fiend",
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"homepage": "",
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"homepage": "https://discord.gg/ufvFUJtVwk",
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"factorio_version": "2.0",
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"dependencies": [
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"base",
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12
hot-metals/locale/pl/strings.cfg
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12
hot-metals/locale/pl/strings.cfg
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@ -0,0 +1,12 @@
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[item-name]
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hot=Hot
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[mod-setting-name]
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hot-metals-time=Czas stygnięcia
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hot-metals-plastic=Dodaj gorący plastik
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hot-metals-bricks=dodaj gorące kamienne cegły i beton
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[mod-setting-description]
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hot-metals-time=Czas w sekundach, jaki jest potrzebny, aby gorący przedmiot ostygł.
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hot-metals-plastic=Chociaż temperatura gorącego plastiku jest znacznie niższa w porównaniu do metali, możesz chcieć mieć jego gorącą wersję.
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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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9
hot-metals/prototypes/hot-metals-final.lua
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9
hot-metals/prototypes/hot-metals-final.lua
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@ -0,0 +1,9 @@
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-- Change technology triggers
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for _, tech in pairs(data.raw.technology) do
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if tech.research_trigger then
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local item = data.raw.item[tech.research_trigger.item]
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if item and item.hot_item and not contains(HotMetals.skipTechUnlocksFor, item.name) then
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tech.research_trigger.item = item.hot_item
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end
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end
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end
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@ -1,52 +1,5 @@
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local defaultSpoilTicks = settings.startup["hot-metals-time"].value * 60
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---@param name data.ItemID
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---@return data.ItemPrototype?
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function getItem(name)
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if data.raw.item[name] then
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return data.raw.item[name] --[[@as data.ItemPrototype]]
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end
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for item_type in pairs(defines.prototypes.item) do
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local type_lookup = data.raw[item_type]
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if type_lookup and type_lookup[name] then
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return type_lookup[name] --[[@as data.ItemPrototype]]
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end
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end
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end
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---@param table item
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---@return number
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function getWeight(item)
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if type(item) == "string" then
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item = getItem(item)
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end
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if item.weight then return item.weight end
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local factor = item.ingredient_to_weight_coefficient or 0.5
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for _, recipe in pairs(data.raw.recipe) do
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if recipe.results == nil then
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goto continue
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end
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local function isResultMatch(result)
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return result.name == item.name
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end
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local results = table.filter(recipe.results, isResultMatch)
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if #results > 0 then
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for _, ingredient in pairs(recipe.ingredients) do
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if ingredient.type == "item" then
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local weight = data.raw.item[ingredient.name].weight or getWeight(data.raw.item[ingredient.name])
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local amount = ingredient.amount
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if ingredient.amount_min and ingredient.amount_max then
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amount = (ingredient.amount_min + ingredient.amount_max) / 2
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end
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return amount * weight * factor
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end
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end
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end
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::continue::
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end
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return 100
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end
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function createHotVariant(config)
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local itemName = config
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local spoilTicks = defaultSpoilTicks
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@ -58,13 +11,13 @@ function createHotVariant(config)
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iconFolder = config.iconFolder or iconFolder
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end
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local item = data.raw.item[itemName]
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item.weight = getWeight(item)
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item.weight = item.weight or 10000
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-- Create new item
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local hotItem = table.deepcopy(data.raw.item[itemName])
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hotItem.name = "hot-" .. itemName
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hotItem.localised_name = { "", { "item-name.hot" }, " ", { "item-name." .. itemName } }
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if (config.icons) then
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if config.icons then
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hotItem.icons = config.icons
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else
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hotItem.icon = iconFolder .. "hot-" .. itemName .. ".png"
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hotItem.weight = item.weight
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hotItem.spoil_result = itemName
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hotItem.spoil_ticks = spoilTicks
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hotItem.flags = hotItem.flags or {}
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if not table.contains(hotItem.flags, "always-show") then
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table.insert(hotItem.flags, "always-show")
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end
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data:extend({ hotItem })
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item.hot_item = hotItem.name
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-- Change recipes
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for _, recipe in pairs(data.raw.recipe) do
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if contains(HotMetals.craftingCategories, recipe.category) then
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end
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end
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end
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-- Change technology triggers
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for _, tech in pairs(data.raw.technology) do
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if tech.research_trigger and tech.research_trigger.item == itemName and not contains(HotMetals.skipTechUnlocksFor, itemName) then
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tech.research_trigger.item = hotItem.name
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end
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end
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end
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-- Checks if a table contains a certain value
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Loading…
Add table
Add a link
Reference in a new issue