[raiguard][2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity

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Shemp
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[raiguard][2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity

Post by Shemp »

I want to implement a system where destroying an entity containing "toxic" fluid will cause pollution to be spawned, depending on how much of the fluid was inside.

Marking a storage tank, pipe or pipe-to-ground for deconstruction by robots will flush all fluids from it before robots are dispatched. When the on_marked_for_deconstruction event is fired, the flush has already happened and I have no way to tell what fluid was inside.

EDIT: Firing on_player_flushed_fluid would also provide what I need, I don't think it currently happens when using the Deconstruction planner.
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Re: [2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity

Post by Rseding91 »

Thanks for the report however this is working correctly. Everything is finished modification wise on the entity before the lua event happens. The fluid being voided seems like a bug so I'll forward this to the person in charge of that.
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raiguard
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Re: [raiguard][2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity

Post by raiguard »

Thanks for the report. The fluid voiding has been fixed for version 2.1.0.
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