Tree growth: Scaled trees.


Provides some scaled versions of normal trees.

4 years ago
0.15 - 0.17
7

g The wrong sort of deconstruction

4 years ago

I just started a playthrough including both Construction Drones and Tree Growth: Scaled Trees (with its dependencies), and noticed a strange interaction which I verified in a new game where these were the only mods to 0.17.34.
If I deploy the drones and equip the roboport into the armour slot, they will happily chop down trees that I mark with a deconstruction planner. Tree Growth has adjustable settings for distance from a user structure below which trees will be marked for deconstruction, and this occurs within a few dozen ticks of placing things, but the drones ignore the marking. To get the trees cleared, I have to un-mark the trees with Shift-Drag deconstruction, and then swiftly re-mark for deconstruction before the Tree Growth marking can take effect again.
https://imgur.com/LzRqzHx
https://imgur.com/mx2sCTM
It feels as if there are two different kinds of deconstruction marking, and the drones don't understand the one that Tree Growth uses.
More info: if I get construction robots (with Creative mod) then the robots will pick up the auto-marked trees. I've copied this observation to the Construction Drones mod discussion page.

4 years ago

Further info: Klonan writes on the Construction Drones page "tree growth will need to raise an event when it marks the trees for deconstruction"
https://mods.factorio.com/mod/Construction_Drones/discussion/5cc60a06722a3f000bf5fd60

4 years ago
(updated 4 years ago)

No.
According to https://lua-api.factorio.com/latest/events.html#on_marked_for_deconstruction this should happen automatically.
Also, for the record, the problem is in tree-growth-natural-expansion.

4 years ago

Update: The event "on_marked_for_deconstruction" is generated by the game, as documented.

4 years ago
(updated 4 years ago)

I don't think there is more I can do.

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