As it says on the tin, a new research_trigger type that only activates when a building has been damaged and needs repairing, and/or when an entity has been destroyed would be a nice addition and would allow for a lot more customization in mods in regards to trigger technologies.
The main example (and the main reason why I made this request) is for repair packs, having them unlock when an entity gets damaged sounds a lot better to me personally; another example that mods could implement is having a specific technology unlock when a player kills a biter, or other enemy.
I hope this sounds useful enough to implement in some capacity, and thank you for reading :]
[2.X] Add an additional TechnologyTrigger for a damaged/destroyed entity
-
- Inserter
- Posts: 39
- Joined: Sat Aug 05, 2023 1:20 am
- Contact:
[2.X] Add an additional TechnologyTrigger for a damaged/destroyed entity
coder? i hardly know her!
Re: [2.X] Add an additional TechnologyTrigger for a damaged/destroyed entity
I have nothing against the request itself, but the idea of locking repair packs behind entity being damaged is just silly. That's when you want to already have them.
-
- Inserter
- Posts: 39
- Joined: Sat Aug 05, 2023 1:20 am
- Contact:
Re: [2.X] Add an additional TechnologyTrigger for a damaged/destroyed entity
thats fair enough tbh, the idea made sense in my head when first thinking about it, but time does what time is - but as you said, having some capacity of this would be super neat
coder? i hardly know her!