OK! Hard mode #godot challenge question:

Is there any way to set up a Resource with a signal that has a call bound?

By default, defining signals works fine but they cannot be bound in the editor. I have been using trashy workarounds. I would prefer to just bind the signal.

@view It doesn’t show up in the GUI, but I think resources can have a _ready() function that can connect a signal for you. Not sure if you wanted them to hook up to a well known target or not.
@Taffer Creating custom code per resource is a massive amount of extra work, since it means each resource instance needs to be its own class and can't be meaningfully saved and loaded from a spreadsheet.
@view What are you connecting them to? If they all go to a manager class (or if a bunch of them do) you could write it once and then inherit from the resource that wires up the signal. I’m just making guesses though as I don’t know what you’re trying. (Been thinking about this lately for my game, no conclusion yet!)

@Taffer Itself would be enough.

The point is to have instances for, say, 100 different kinds of potion or whatever. Rather than each potion being its own subclass with custom code, you need a way to define what the potion does in the properties of the instance.

There's a few ways to do it, but they are all effectively "the things binding to signals already supports but you can't use that because fuck you".