Comments (2)
don't look to do other entities, but do look at using this for current entity types (power poles and turrets).
as lots of random entity types would make mod setting ups impact confusing with lots of entity types enabled and > 0 power usage requiring hidden power poles.
needs some thought as not obvious impacts and benefits.
from factorio-inbuilt-lighting.
lights are UPS efficient enough and would just add variation in code.
from factorio-inbuilt-lighting.
Related Issues (15)
- can't use fast replace on the electric poles HOT 1
- Can't blueprint power poles and circuit wires over power poles HOT 1
- When connected to power network with 0 energy cost and electrical supply stops light goes out HOT 1
- add optional research to unlock HOT 1
- compatibility with the Brave new World mod HOT 2
- mod not compatible with Early Construction mod HOT 2
- Add optional power drain per light HOT 1
- Add support for base building entity types HOT 2
- Using Creative Mode instant decon planner leaves the light behind HOT 2
- needs to be MP compatible HOT 1
- change on_load to not inspect global contents HOT 1
- Look to use Explosion type as light prototype when no power needed HOT 2
- Not compatible with Picker Extended, Dollies feature HOT 1
- Command to remove and re-add all inbuilt lights HOT 1
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from factorio-inbuilt-lighting.