Fix blueprint revive and missing script raise event (#401)

Fixes: #397
This commit is contained in:
Cooldude2606
2025-09-05 12:45:55 +01:00
committed by GitHub
parent 06d98458d4
commit f1f4117e0f
2 changed files with 6 additions and 4 deletions

View File

@@ -549,7 +549,7 @@ Event.on_nth_tick(150, function()
end)
--- Adds a silo to the list when it is built
--- @param event EventData.on_built_entity | EventData.on_robot_built_entity
--- @param event EventData.on_built_entity | EventData.on_robot_built_entity | EventData.script_raised_built | EventData.script_raised_revive
local function on_built(event)
local entity = event.entity
if entity.valid and entity.name == "rocket-silo" then
@@ -559,6 +559,8 @@ end
Event.add(defines.events.on_built_entity, on_built)
Event.add(defines.events.on_robot_built_entity, on_built)
Event.add(defines.events.script_raised_built, on_built)
Event.add(defines.events.script_raised_revive, on_built)
--- Redraw the progress section on role change
local function role_update_event(event)

View File

@@ -24,11 +24,11 @@ Commands.new("repair", { "exp-commands_repair.description" })
force = force,
}
local param = { raise_revive = true } --- @type LuaEntity.silent_revive_param
for _, entity in ipairs(entities) do
-- TODO test for ghost not being a blueprint, https://forums.factorio.com/viewtopic.php?f=28&t=119736
if not config.disallow[entity.ghost_name] and (config.allow_blueprint_repair or true) then
if not config.disallow[entity.ghost_name] and (config.allow_blueprint_repair or entity.created_by_corpse) then
revive_count = revive_count + 1
entity.silent_revive()
entity.silent_revive(param)
end
end