I made adjusted recipes to have the mod work with Seablock:
require("prototypes.classic_beacon")
require("prototypes.item")
require("prototypes.entity")
require("prototypes.technology")
data.raw["recipe"]["beacon"].ingredients = {
{"electronic-circuit", 200},
{"advanced-circuit", 200},
{"crystal-splinter-harmonic", 10},
{"copper-cable", 200},
{"steel-plate", 200}
}
if settings.startup["wret-overload-enable-beaconmk3"].value == true then
data.raw["recipe"]["beacon2-recipe"].ingredients = {
{"beacon", 1},
{"electronic-circuit", 200},
{"advanced-circuit", 200},
{"processing-unit", 200},
{"crystal-shard-harmonic", 10},
{"aluminium-plate", 200},
{"tinned-copper-cable", 200}
}
end
if settings.startup["wret-overload-enable-beaconmk3"].value == true then
data.raw["recipe"]["beacon3-recipe"].ingredients = {
{"beacon2-item", 1},
{"advanced-circuit", 200},
{"processing-unit", 200},
{"advanced-processing-unit", 200},
{"crystal-full-harmonic", 10},
{"gold-plate", 200},
{"titanium-plate", 200},
{"insulated-cable", 200}
}
end
It is necessary to basically reload the whole mod in data-updates.lua
or data-final-fixes.lua
to overwrite the changes to beacons from Bobs and Seablock which they only start doing in the data-updates
phase.
I also made a minor change to your technologies and removed the upgrade = "true",
line in both techs as otherwise they remain hidden until the previous effect transmission tech is researched when searching for them in the tech screen.
Full zip with all changes is here: https://drive.google.com/file/d/1aHC29Pd2T2R6ICcYsQJgBUhxwbH3cEuc/view?usp=sharing