Event request: Beacon inventory changes due to robots

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Katharsas
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Event request: Beacon inventory changes due to robots

Post by Katharsas »

Hello,
i am currently creating a new mod that changes beacons to work more like the "adjacency" feature from Supreme Commander:
viewtopic.php?f=34&t=101187

Since beacons cannot be made to work like adjancency natively, i had to implement their behaviour myself. So i am basically tracking which beacons affect which machines by myself based on their adjacency to a crafting machine. So i need to know about any changes made to beacons or their module configuration to propagate those changes to the machines that are affected.

All of this works already. However, when a bot supplies a beacon with a module that was part of a blueprint, no event is fired, so i don't know about it and cannot update my mod's state.

curiosity
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Re: Event request: Beacon inventory changes due to robots

Post by curiosity »

You can partially work around this by doing your stuff when the item proxy is destroyed.

Katharsas
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Re: Event request: Beacon inventory changes due to robots

Post by Katharsas »

curiosity wrote:
Sun May 15, 2022 7:18 am
You can partially work around this by doing your stuff when the item proxy is destroyed.
Thanks so much, works perfectly (as far as i can tell)!
I have uploaded the first version of my mod in the thread linked above.

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