a "not-beaconable" flag on assemblers, labs, drills, etc
Posted: Thu Nov 23, 2023 5:45 pm
A problem has come up for modders sometimes, where they want to use special modules restricted to miners or labs. At present, mods can detect many behaviors like player insertion, bots being requested to put in modules, etc. The one case where it is incredibly difficult / almost impossible / reasonably impossible is beacons + entity + module
Alternate methods can involve modifying effects across the board, so the modules have really bad effects applied to the "wrong" entities...
An idea is to have "not-beaconable" as an entity-flag. I imagine a beacon + effect receiving is only triggered in limited circumstances (placement, module changes, recipe changes, etc). In the purest case of becoming an effect receiver, it would seem to only happen on placing the beacon, or placing the entity.
Relevant to miners and labs, this means *in conjunction with other events and detection*, a mod can reliably detect all forms of an entity being modified by modules, without needing to have side effects [or a excessive number of invasive side-effects].
Alone, this translates to a completely independent set of modules for recipes, when applied to crafting. If someone wanted a specific recipe to only have module(s)-foo work on it [but not overly so], the only conditions are: can the crafter receive the effects and module apply to the recipe.
Edit: small changes after thinking it over
Alternate methods can involve modifying effects across the board, so the modules have really bad effects applied to the "wrong" entities...
An idea is to have "not-beaconable" as an entity-flag. I imagine a beacon + effect receiving is only triggered in limited circumstances (placement, module changes, recipe changes, etc). In the purest case of becoming an effect receiver, it would seem to only happen on placing the beacon, or placing the entity.
Relevant to miners and labs, this means *in conjunction with other events and detection*, a mod can reliably detect all forms of an entity being modified by modules, without needing to have side effects [or a excessive number of invasive side-effects].
Alone, this translates to a completely independent set of modules for recipes, when applied to crafting. If someone wanted a specific recipe to only have module(s)-foo work on it [but not overly so], the only conditions are: can the crafter receive the effects and module apply to the recipe.
Edit: small changes after thinking it over