Fixed effect for beacons as prototype
Posted: Fri Jun 22, 2018 1:54 pm
What I want to do: A beacon entity that projects a pollution-clearing effect by itself, not requiring (or allowing) modules to do so.
As in, how you can do fixed_recipe on assemblers to lock them into one specific recipe that the player can't change, I'd hope that there would be a prototype property to fix beacons to project effect(s) from the get-go, without using modules.
Right now to replicate this effect I'd had to insert module items inside this beacon entity when placed on the world, somehow avoid players from being able to take the modules out (disable interface, no idea how to go about inserters), and destroy the beacon's inventory when you deconstruct or remove it. Possible in script but very hacky.
Final note, I don't mean using allowed_effects to filter what effects this beacon entity can emit, I mean outright projecting a predetermined effect (or several, I only need one for my usecase). As if you crafted the module into the beacon before placing it, if that makes sense?
As in, how you can do fixed_recipe on assemblers to lock them into one specific recipe that the player can't change, I'd hope that there would be a prototype property to fix beacons to project effect(s) from the get-go, without using modules.
Right now to replicate this effect I'd had to insert module items inside this beacon entity when placed on the world, somehow avoid players from being able to take the modules out (disable interface, no idea how to go about inserters), and destroy the beacon's inventory when you deconstruct or remove it. Possible in script but very hacky.
Final note, I don't mean using allowed_effects to filter what effects this beacon entity can emit, I mean outright projecting a predetermined effect (or several, I only need one for my usecase). As if you crafted the module into the beacon before placing it, if that makes sense?