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[2.0.55] Super force build not raising event

Posted: Mon Jun 16, 2025 10:07 pm
by Loup&Snoop
Context
I'm listening to these events:
defines.events.on_player_flipped_entity,
defines.events.on_player_rotated_entity,
defines.events.on_entity_settings_pasted,
defines.events.on_built_entity,
defines.events.on_robot_built_entity,
defines.events.script_raised_built,
defines.events.script_raised_revive,
defines.events.on_space_platform_built_entity

These capture every sort of non-mod building and entity-editting (even super force building!). But one player found a way to dodge the event calls:
Reproduction
What to do:
  1. Place an inserter normally
  2. CTRL + C to bring out copy-paste tool
  3. Drag to the inserter you just placed with the copy paste tool. You now have a blueprint in your cursor.
  4. Rotate the blueprint while it is in your cursor.
  5. Line up the placement of the blueprint to overlay with the existing inserter.
  6. SHIFT + CTRL + CLICK to angry-ghost build the rotated inserter over the pre-existing inserter.
  7. The inserter was changed with no event raised.
This procedure works for other entities. Splitters, underground belts, miners, and inserters DO NOT raise events. For some reason, belts DO raise an event.
See attached video. I am printing the integers for the above raised events as they are raised.
Expectation
This sequence of events should raise defines.events.on_player_rotated_entity .
If it doesn't raise that event, then I expect it to raise defines.events.on_player_flipped_entity or defines.events.on_entity_settings_pasted .

Re: [2.0.55] Super force build not raising event

Posted: Tue Jun 17, 2025 1:56 pm
by Lou
If I understand this correctly, it is the same issue as 128978

Re: [2.0.55] Super force build not raising event

Posted: Tue Jun 17, 2025 2:51 pm
by Loup&Snoop
Yes. Sorry about that, Lou.