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Merge branch 'explosivegaming:main' into aperx
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@@ -549,7 +549,7 @@ Event.on_nth_tick(150, function()
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end)
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--- Adds a silo to the list when it is built
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--- @param event EventData.on_built_entity | EventData.on_robot_built_entity
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--- @param event EventData.on_built_entity | EventData.on_robot_built_entity | EventData.script_raised_built | EventData.script_raised_revive
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local function on_built(event)
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local entity = event.entity
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if entity.valid and entity.name == "rocket-silo" then
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@@ -559,6 +559,8 @@ end
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Event.add(defines.events.on_built_entity, on_built)
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Event.add(defines.events.on_robot_built_entity, on_built)
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Event.add(defines.events.script_raised_built, on_built)
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Event.add(defines.events.script_raised_revive, on_built)
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--- Redraw the progress section on role change
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local function role_update_event(event)
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@@ -24,11 +24,11 @@ Commands.new("repair", { "exp-commands_repair.description" })
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force = force,
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}
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local param = { raise_revive = true } --- @type LuaEntity.silent_revive_param
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for _, entity in ipairs(entities) do
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-- TODO test for ghost not being a blueprint, https://forums.factorio.com/viewtopic.php?f=28&t=119736
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if not config.disallow[entity.ghost_name] and (config.allow_blueprint_repair or true) then
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if not config.disallow[entity.ghost_name] and (config.allow_blueprint_repair or entity.created_by_corpse) then
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revive_count = revive_count + 1
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entity.silent_revive()
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entity.silent_revive(param)
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end
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end
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