I saw your message in the description about how the prod and quality modules do not render on the beacon sprite. I figured this was fixable, so I fixed it. My suggested colors are pulled from the game icons, but feel free to tweak them if you think they don't quite match.
I also would recommend removing the dependency on Space Age, as none of the changes depend on it. I would also recommend changing the dependency on Quality to optional as well, as it only takes minimal code changes.
My suggested changes are below (I'd be happy to make a pull request if you were to set this up as a Git repo):
[code]
diff --git a/info.json b/info.json
@@ -7,7 +7,6 @@
"contact": "izuna.ninja",
"description": "Allows productivity and quality modules to be used beacons. Very questionable balance.",
"dependencies": ["base >= 2.0",
- "? space-age",
- "quality"]
+ "? quality"]
}
[/code]
[code]
diff --git a/data-final-fixes.lua b/data-final-fixes.lua
@@ -1,3 +1,28 @@
for k, v in pairs(data.raw["beacon"]) do
- v.allowed_effects = {"consumption","speed","pollution","productivity","quality"}
+ v.allowed_effects = {"consumption","speed","pollution","productivity"}
+ if mods["quality"] then
+ table.insert(v.allowed_effects, "quality")
+ end
+end
+
+for , v in pairs({"productivity-module", "productivity-module-2", "productivity-module-3"}) do
+ local prototype = data.raw["module"][v]
+ prototype.art_style = "vanilla"
+ prototype.beacon_tint = {
+ primary = {0.937, 0.525, 0.396},
+ secondary = {1.0, 0.873, 0.353},
+ }
+ prototype.requires_beacon_alt_mode = false
+end
+
+for , v in pairs({"quality-module", "quality-module-2", "quality-module-3"}) do
+ local prototype = data.raw["module"][v]
+ if prototype then
+ prototype.art_style = "vanilla"
+ prototype.beacon_tint = {
+ primary = {0.933, 0.933, 0.906},
+ secondary = {1.0, 0.812, 0.722},
+ }
+ prototype.requires_beacon_alt_mode = false
+ end
end
[/code]