Context
I'm listening to these events:defines.events.on_player_flipped_entity,
defines.events.on_player_rotated_entity,
defines.events.on_entity_settings_pasted,
defines.events.on_built_entity,
defines.events.on_robot_built_entity,
defines.events.script_raised_built,
defines.events.script_raised_revive,
defines.events.on_space_platform_built_entity
These capture every sort of non-mod building and entity-editting (even super force building!). But one player found a way to dodge the event calls:
Reproduction
What to do:- Place an inserter normally
- CTRL + C to bring out copy-paste tool
- Drag to the inserter you just placed with the copy paste tool. You now have a blueprint in your cursor.
- Rotate the blueprint while it is in your cursor.
- Line up the placement of the blueprint to overlay with the existing inserter.
- SHIFT + CTRL + CLICK to angry-ghost build the rotated inserter over the pre-existing inserter.
- The inserter was changed with no event raised.
See attached video. I am printing the integers for the above raised events as they are raised.
Expectation
This sequence of events should raise defines.events.on_player_rotated_entity .If it doesn't raise that event, then I expect it to raise defines.events.on_player_flipped_entity or defines.events.on_entity_settings_pasted .