Comments (2)
I have raised the fix for the Brave New World mod as they need to raise the entity built by script event and then my mod can react in the usual fashion.
https://mods.factorio.com/mod/brave-new-world/discussion/5c96bac5854c25000d51fca5
from factorio-inbuilt-lighting.
added handling of the new script events as part of 17.1.5 and other mod updated to utilise them.
from factorio-inbuilt-lighting.
Related Issues (15)
- can't use fast replace on the electric poles HOT 1
- Can't blueprint power poles and circuit wires over power poles HOT 1
- When connected to power network with 0 energy cost and electrical supply stops light goes out HOT 1
- Once 0.17 release look to use render layer for 0 watt lights HOT 2
- add optional research to unlock HOT 1
- mod not compatible with Early Construction mod HOT 2
- Add optional power drain per light HOT 1
- Add support for base building entity types HOT 2
- Using Creative Mode instant decon planner leaves the light behind HOT 2
- needs to be MP compatible HOT 1
- change on_load to not inspect global contents HOT 1
- Look to use Explosion type as light prototype when no power needed HOT 2
- Not compatible with Picker Extended, Dollies feature HOT 1
- Command to remove and re-add all inbuilt lights HOT 1
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from factorio-inbuilt-lighting.