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".
Way to specify an entity's "blueprint counterpart"
- eradicator
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Re: Way to specify an entity's "blueprint counterpart"
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.)
(Also if possible at all it would be nice to have free placing with something like placeable_by = {} in some rare cases.)
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My code in the post above is dedicated to the public domain under CC0.
Re: Way to specify an entity's "blueprint counterpart"
It is supported by every entity prototype.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.)
If you want to get ahold of me I'm almost always on Discord.
- eradicator
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Re: Way to specify an entity's "blueprint counterpart"
Oooh? Really?! . It's not in the documentation though.Rseding91 wrote:It is supported by every entity prototype.
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
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My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Re: Way to specify an entity's "blueprint counterpart"
It's a prototype property - we haven't documented any of those.eradicator wrote:Oooh? Really?! . It's not in the documentation though.Rseding91 wrote:It is supported by every entity prototype.
If you want to get ahold of me I'm almost always on Discord.