Page 1 of 1

Way to specify an entity's "blueprint counterpart"

Posted: Fri Jul 21, 2017 6:53 pm
by Reika
As per this

viewtopic.php?f=25&t=51097

Basically a way to tell the game "this entity is actually placed by item X, and so should blueprint as it, not be ignored entirely".

Re: Way to specify an entity's "blueprint counterpart"

Posted: Sun Oct 08, 2017 2:12 am
by eradicator
The "curved-rail" prototype already has a "placeable_by" attribute. If that attribute was inherited to all LuaEntityPrototype it would indeed solve many blueprinting issues involving multi-entity constructs that mods frequently have to rely on.
(Also if possible at all it would be nice to have free placing with something like placeable_by = {} in some rare cases.)

Re: Way to specify an entity's "blueprint counterpart"

Posted: Sun Oct 08, 2017 4:42 am
by Rseding91
eradicator wrote:The "curved-rail" prototype already has a "placeable_by" attribute. If that attribute was inherited to all LuaEntityPrototype it would indeed solve many blueprinting issues involving multi-entity constructs that mods frequently have to rely on.
(Also if possible at all it would be nice to have free placing with something like placeable_by = {} in some rare cases.)
It is supported by every entity prototype.

Re: Way to specify an entity's "blueprint counterpart"

Posted: Sun Oct 08, 2017 9:03 am
by eradicator
Rseding91 wrote:It is supported by every entity prototype.
Oooh? Really?! :D. It's not in the documentation though.

Re: Way to specify an entity's "blueprint counterpart"

Posted: Sun Oct 08, 2017 5:24 pm
by Rseding91
eradicator wrote:
Rseding91 wrote:It is supported by every entity prototype.
Oooh? Really?! :D. It's not in the documentation though.
It's a prototype property - we haven't documented any of those.