A way to prevent entities recieving beacon effects
A way to prevent entities recieving beacon effects
I'm trying to make a mod with custom mining drills that lack module slots and cannot receive beacon effects. Unfortunately there's no way (that I know of) to prevent effects from being received at the moment. I'd like to have a method added to accomplish this.
- bobingabout
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Re: A way to prevent entities recieving beacon effects
Placing certain modules in an entity is controlled by the "allowed_effects" tag (I think that's what it's called), specifying no effects would prevent any module from being fitted.
I'm fairly sure this also prevents the effect being received from a transmitter.
However, I think mining drills might be a bit of an exception right now. Productivity is usually only allowed on recipes that are on the module's filter, yet can be placed in a mining drill even though no recipes are involved.
It would require more research, but I'm fairly sure you will require some... "Modding interface" being added to the game for this case.
I'm fairly sure this also prevents the effect being received from a transmitter.
However, I think mining drills might be a bit of an exception right now. Productivity is usually only allowed on recipes that are on the module's filter, yet can be placed in a mining drill even though no recipes are involved.
It would require more research, but I'm fairly sure you will require some... "Modding interface" being added to the game for this case.
Re: A way to prevent entities recieving beacon effects
I tried changing allowed_effects, but that only affects the module slots. The beacon effects still applied.Placing certain modules in an entity is controlled by the "allowed_effects" tag (I think that's what it's called), specifying no effects would prevent any module from being fitted.
I'm fairly sure this also prevents the effect being received from a transmitter.
However, I think mining drills might be a bit of an exception right now. Productivity is usually only allowed on recipes that are on the module's filter, yet can be placed in a mining drill even though no recipes are involved.
I'm also realizing that a method of disabling the mining productivity research for certain mining drill prototypes would also be needed for my mod. (at least without disabling the productivity research entirely)
- Distelzombie
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Re: A way to prevent entities recieving beacon effects
Inserters or nuclear reactors do not gain from beacons. Maybe you'll find something useful in their code.
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