This adds an intermediate level of beacon definitions; more general than the per-recipe-row definitions in the production table, but more specific than the whole-page settings.
It was inspired by my desire to tell YAFC that the rows using small assemblers (~50 of my recipe rows) would be affected by three beacons, while (most of) the remaining recipe rows would be affected by four.
On the module settings page, it adds this section. This allows you to specify the number of beacons, the beacon, and the beacon module on a per-building basis.
"Add building override" lets you select any previously unselected crafter that accepts beacon effects. Left and right clicking open the same dialogs as clicking on the beacon and module settings above.
It depends on #168 because the first time I clicked on "Add building override", I immediately asked "Why can't I select multiple buildings?"
This adds an intermediate level of beacon definitions; more general than the per-recipe-row definitions in the production table, but more specific than the whole-page settings.
It was inspired by my desire to tell YAFC that the rows using small assemblers (~50 of my recipe rows) would be affected by three beacons, while (most of) the remaining recipe rows would be affected by four.
On the module settings page, it adds this section. This allows you to specify the number of beacons, the beacon, and the beacon module on a per-building basis.
"Add building override" lets you select any previously unselected crafter that accepts beacon effects. Left and right clicking open the same dialogs as clicking on the beacon and module settings above.
It depends on #168 because the first time I clicked on "Add building override", I immediately asked "Why can't I select multiple buildings?"