I'm working on a farming mod where i plant little seeds.
That's how i noticed that the on_robot_built_entity event doesn't fire when the robot got destroyed with the same event with the bot servicing mod.
It doesn't matter if the mod got destroyed() or damaged(), and the issue even remains when you set event.robot to another entity. (yeah that was a crazy idea)
[0.16.51] on_robot_built_entity doesn't fire for other mods if the robot gets destroyed
[0.16.51] on_robot_built_entity doesn't fire for other mods if the robot gets destroyed
creator of 55 mods
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
Re: [0.16.51] on_robot_built_entity doesn't fire for other mods if the robot gets destroyed
This is how all events work, and isn't a bug.
If you require some specific order, you can ask the other mod author to add your mod as an optional dependency, which will make sure your mod will run events first
If you require some specific order, you can ask the other mod author to add your mod as an optional dependency, which will make sure your mod will run events first