I'd like to request extending the "production_health_effect" field from CraftingMachinePrototype to at least GeneratorPrototype, BurnerGeneratorPrototype and FusionGeneratorPrototype. Specifically, I'd like to optionally have generators passively heal or passively take damage over time as they work.
I presume there's a performance reason for why structures disregard their healing_per_tick field, but if production_health_effect can work on crafting machines which are typically built in bulk and run with very high uptime, adding generators into the sounds reasonable to me.
Extend production_health_effect support to Generator prototypes
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- Burner Inserter
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- Fast Inserter
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