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[2.0.10] Allow the beacon prototype to accept the "Burner" energy_source

Posted: Thu Oct 24, 2024 5:03 pm
by ducksdux
As of v2.0.10, the BeaconPrototype does not accept "BurnerEnergySource" for "energy_source"

I would like to use the BurnerEnergySource for beacons so that I can create a "Bio-Beacon" for Gleba, a much more powerful version of the beacon that requires Nutrients to function. :D

Code snippet that results in the following error:

Code: Select all

energy_source =
{
  type = "burner",
  fuel_categories = {"nutrients"},
  effectivity = 1,
  burner_usage = "nutrients",
  fuel_inventory_size = 1,
  emissions_per_minute = { pollution = -1 },
  --light_flicker = require("__space-age__.prototypes.entity.biochamber-pictures").light_flicker
}
factorio_8gZDVQLhF4.png
factorio_8gZDVQLhF4.png (34.28 KiB) Viewed 205 times

Re: [2.0.10] Allow the beacon prototype to accept the "Burner" energy_source

Posted: Thu Oct 24, 2024 7:40 pm
by curiosity
Let's not forget fluid and heat energy sources.

Re: [2.0.10] Allow the beacon prototype to accept the "Burner" energy_source

Posted: Thu Oct 24, 2024 8:47 pm
by Atraxi
Already requested and was moved to won't fix sadly viewtopic.php?f=221&t=113632

Re: [2.0.10] Allow the beacon prototype to accept the "Burner" energy_source

Posted: Thu Oct 24, 2024 11:45 pm
by ducksdux
Atraxi wrote: Thu Oct 24, 2024 8:47 pm Already requested and was moved to won't fix sadly viewtopic.php?f=221&t=113632
Ah, thanks for the info. Obviously I'm not in any amount knowledgeable to the game's code, but burner energy is pretty binary. I think the dev in that thread was expressing the concern of constant updates on the efficiency power of the beacon. Regardless, we'll see what the response is in this thread.