[2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity
Posted: Fri Jan 23, 2026 12:24 am
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.
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.