Everbuild

by Mylon

Robots take time to construct

Tweaks
3 years ago
0.18 - 1.1
802

b Breaking mods which set things 'active = false'

4 years ago

Like mining depots, transport depots.

Can you do something like I did in building time:
https://github.com/Klonan/Building_Time/blob/master/script/building_time.lua#L54

Just check if its active before you start your own logic, and if its inactive, then don't set it active when you're done

4 years ago

I did something similar originally and I found that some entities, like big electric poles never are active. I suspected this might happen, but there's no guarantee another mod gets to the entity before I do to turn it off.

4 years ago

So if the big poles are never active, you shouldn't try to set them active.

Basicially, you only need your script to set them back to active if they are active in the first place

4 years ago

I fixed this. I wait one tick before reading the entity's active state and only if it was active do I disable and later reactivate it.

4 years ago

Likewise, would it be possible to get compatibility with Klonan heres Construction Drones?

4 years ago
(updated 4 years ago)

You mean making the Construction Drones take time to build stuff? I'm not sure I understand the request.

4 years ago

yes.

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