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IDRatingCategoryDescriptionScreenshotDate
6693😟BugI have a small building near blight magnifiers which mines blight crystal. Its behaviour checks its equipment and writes "shutdown" to it when it reaches 100 resources. I was told in a previous report this would disable weapons but AFAIK nothing will ever shut off a weapon unless you explicitly manually select the weapon type rather than getting what it is via behaviour, which is super annoying as I don't want a behaviour for each and every mining laser or weapon.

I've also tried writing a blank/zero value, using just "component" instead of "index", using just "index" instead of "component". Currently it uses both. None have worked.

Why is this such a pain? How can I make a behaviour turn off a weapon without specifically setting the type or using a ridiculously long chain of "is equipped" type things? It just seems like all the cleanest solutions do nothing.
 2026-04-04 13:11:26

IDReplyAuthorDate
748The miners aren't classified as weapons so you only need to set the register to blank to disable the miner. You could try the "Mine" function, or pass the type of miner as a parameter to the behavior. If you are trying to make a behavior work for every case then you will end up with quite complex behaviors. One way that I have set this up for easier behavior use is to just it write the node or the "empty" register to a parameter, and then link that to the miner, that way you dont need to try to deal with getting the miner directly. Hope this helps!Admin2026-04-06 08:05:30

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