I want to implement a system where destroying an entity containing "toxic" fluid will cause pollution to be spawned, depending on how much of the fluid was inside.
Marking a storage tank, pipe or pipe-to-ground for deconstruction by robots will flush all fluids from it before robots are dispatched. When the on_marked_for_deconstruction event is fired, the flush has already happened and I have no way to tell what fluid was inside.
EDIT: Firing on_player_flushed_fluid would also provide what I need, I don't think it currently happens when using the Deconstruction planner.
[2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity
Re: [2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity
Thanks for the report however this is working correctly. Everything is finished modification wise on the entity before the lua event happens. The fluid being voided seems like a bug so I'll forward this to the person in charge of that.
If you want to get ahold of me I'm almost always on Discord.

