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port force building on build_blueprint
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parent
d8a39168ea
commit
6e03d2d34e
maps
utils
@ -223,7 +223,7 @@ function Public.build_blueprint(surface, position, id, force)
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local item = surface.create_entity { name = "item-on-ground", position = position, stack = { name = "blueprint", count = 1 } }
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local success = item.stack.import_stack(Blueprints[id])
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if success <= 0 then
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local ghosts = item.stack.build_blueprint { surface = surface, force = force, position = position, force_build = true }
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local ghosts = item.stack.build_blueprint { surface = surface, force = force, position = position, build_mode = defines.build_mode.forced }
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for _, ghost in pairs(ghosts) do
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ghost.silent_revive({ raise_revive = true })
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end
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@ -37,7 +37,7 @@ function Public.blueprint()
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local success = item.stack.import_stack(bp)
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if success <= 0 then
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local ghosts = item.stack.build_blueprint {surface = surface, force = 'player', position = position, force_build = true}
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local ghosts = item.stack.build_blueprint { surface = surface, force = 'player', position = position, build_mode = defines.build_mode.forced }
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for _, ghost in pairs(ghosts) do
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local _, ent = ghost.silent_revive({ raise_revive = true })
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if ent and ent.valid then
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@ -1025,7 +1025,7 @@ function Public.build_from_blueprint(bp_string, surface, pos, force, flipped)
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local direction = flipped and defines.direction.south or defines.direction.north
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local entities = bp_entity.stack.build_blueprint { surface = surface, force = force, position = { x = pos.x, y = pos.y }, force_build = true, skip_fog_of_war = false, direction = direction }
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local entities = bp_entity.stack.build_blueprint { surface = surface, force = force, position = { x = pos.x, y = pos.y }, build_mode = defines.build_mode.forced, skip_fog_of_war = false, direction = direction }
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bp_entity.destroy()
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@ -18,7 +18,7 @@ function Public.blueprint(surface)
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local success = item.stack.import_stack(bp)
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if success <= 0 then
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local ghosts = item.stack.build_blueprint {surface = surface, force = 'player', position = position, force_build = true}
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local ghosts = item.stack.build_blueprint { surface = surface, force = 'player', position = position, build_mode = defines.build_mode.forced }
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for _, ghost in pairs(ghosts) do
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local _, ent = ghost.silent_revive({ raise_revive = true })
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if ent and ent.valid then
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