A new prototype type to declare magic entities?
Posted: Sat Sep 12, 2020 4:03 am
It would be useful to be able to declare that a given entity is magic (has additional behaviour that is supplied by a control script), so that if a mod creates a derived entity, it too can be flagged as being magical, without requiring explicit support in both mods.
something like:
and then, in control, instead of a hard-coded list of magic entities, you can do a find_magic_entity_filtered{control_script='script-name'}, and apply magic to all of the desired entities with no further effort required to support other mods that want to make more magic entites.
something like:
Code: Select all
data:extend{
{
type = "magic-entity",
name = "battey-powered-miner",
entity = "battery-powered-miner"
control_script = "aai-vehicles-miner"
}
}