Bob's Modules 4 Pyanodons


Integrates bob's modules into the Py suite.

Tweaks
1 year, 6 months ago
1.1
4.82K

b Beacons get randomly disabled when I add a building

1 year, 11 months ago

Hi,

Sometimes when I add a building, beacons that are acting on the building will get "disabled by script". Is this normal or am I doing something wrong?

1 year, 11 months ago

This is intended Py AM:FM beacon behavior. Each building can only be affected by 1 total beacon of each combination of AM:FM values. Any beacons sharing the same values that are affecting the same building are supposed to get disabled.

1 year, 11 months ago

Is there an easy way to disable it in the code?

1 year, 11 months ago

I don't know and it would be beyond the scope of this mod to do so unless the script's also affecting Bob's Module's beacon 2s and 3s, which I haven't had the opportunity to test as of yet.

1 year, 11 months ago

It is affecting Bob's beacon 3

1 year, 11 months ago

It appears as if the script runs on anything that is defined as a beacon and is not something that can be fixed in a separate mod. Disabling the script in its entirety is not a good solution since it will prevent proper use of Py's beacons and I am NOT going to remove Py's beacons in this mod. Attempting to stop just the disabling script would make Py's beacons more effective than bob's beacon 3s, so I don't want to do that, either.

That being said, it appears that you should be able to place the affected entities first and then the beacons without triggering the disable script. You'll have to do it that way if you want to use beacon 2s and 3s.

1 year, 11 months ago

OK thanks bro

1 year, 11 months ago

It is fixed now.

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