Can we add an on_research_cancelled event that includes which research was cancelled. It should be called for both the current research and for ones in the queue.
My use case is I react to the number of a specific infinite research being done/queued in relation to an ingame maximum. When there is as much research queued as the ingame maximum I disabled the technology. At present I can use completed and started to catch 90% of the use cases, but if a research is cancelled and another not started my mod is int he dark.
I use the events rather than polling to make it reactive and simplier code.
Add on_research_cancelled event
- Muppet9010
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Re: Add on_research_cancelled event
I also would like too see this implemented.
In my mod I am writing the active research ingredients into a constant combinator.
Right now, we have only the on_research_started or on_research_finished events, these works well for me, until the player decides to cancel the only one ongoing research. When this happens, none of the events above are called, so I can not clear the combinator signal values, without running a per-tick script, which would be a lot heavier on performance then the event-based one.
In my mod I am writing the active research ingredients into a constant combinator.
Right now, we have only the on_research_started or on_research_finished events, these works well for me, until the player decides to cancel the only one ongoing research. When this happens, none of the events above are called, so I can not clear the combinator signal values, without running a per-tick script, which would be a lot heavier on performance then the event-based one.
Re: Add on_research_cancelled event
Ok.
If you want to get ahold of me I'm almost always on Discord.