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factorio-inbuilt-lighting's Issues

Add optional power drain per light

Add an optional power drain per light as % of normal lights power cost. Defaults to 0%, no power usage.

Add note that with 0 power drain lights are on without active electric network, but with any set power drain they need an active electric network.

Look to use Explosion type as light prototype when no power needed

The explosion prototype can generate a light.

They appear to be suitable for use when lights have 0 power usage. They will be on the whole time, but their lighted area isn't visible during daytime. No animation will be visible. No need for mini electric poles in this power usage setting.

If power watts is required then you need to use a lamp prototype anyway for power drain. For this you must have an electric network over the lamp anyways, so no need for any mini electric poles.

By not needing the current mini electric network for turrets the mod could light up all building types for 0 UPS.

Not compatible with Picker Extended, Dollies feature

need to register for the dollies moved event and update my hidden entities at the time.

Event table returned with the event
    player_index = player_index, --The index of the player who moved the entity
    moved_entity = entity, --The entity that was moved
    start_pos = position --The position that the entity was moved from
}
--In your mods on_load and on_init, create an event handler for the dolly_moved_entity_id
--Adding the event registration in on_load and on_init you should not have to add picker as an optional dependency
if remote.interfaces["picker"] and remote.interfaces["picker"]["dolly_moved_entity_id"] then
    script.on_event(remote.call("picker", "dolly_moved_entity_id"), function_to_update_positions)
end

https://github.com/Nexela/PickerExtended/blob/master/scripts/dollies.lua

Add support for base building entity types

Add options to enable lighting on other entity types. Will be base game types to ensure full mod compatibility. Settings will be as a percentage of building size. As an Assembly machine type building could range from 1 to 20+ tiles wide.
Utilise changes from pull request #1 to facilitate this.

add optional research to unlock

add a mod option to require research to unlock the inbuilt lighting feature. defaults to not required.
pre-reqs of light (lamps)
cost of 50 red science based on tech tree location

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