I couldn't find anything in the game that does something like this, I guess it's pretty specific though.
I'm attempting to develop a "construction" mod where you'd place down a building, but it would be an unusable version until you supplied it with the proper building materials. For example, if I place an electric furnace, it would place as a greyed-out, non-functional version, acting as an assembler so it could take in crates of building materials as a recipe... let's say it needs 10 crates of materials. I want the non-functional furnace to be replaced with a normal electric furnace once it completes its recipe.
I'm new to modding so I don't know the ins and outs of LUA scripting, but surely there's a way to check for recipe completion. Just need to know how to replace the specific existing building.
Automatically replacing an assembler entity after it finishes a recipe?
Re: Automatically replacing an assembler entity after it finishes a recipe?
I believe omnilib has this feature.