if global.models then for _, model in pairs(global.models) do if model.blocks then for _, block in pairs(model.blocks) do if block.recipes then for _, recipe in pairs(block.recipes) do local ok , err = pcall(function() if recipe.beacon ~= nil and recipe.beacon.module_priority ~= nil then recipe.beacons = {} table.insert(recipe.beacons, recipe.beacon) end end) if not(ok) then log(err) end end end end -- Force recalculation of recipe.factory.speed_total and recipe.factory.speed -- Model and Block totals will be updated Player.try_load_by_name(model.owner) ModelCompute.try_update(model) end end end