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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?!
. 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?!
. It's not in the documentation though.
It's a prototype property - we haven't documented any of those.