17 — No Factories left
Satisfied while the trigger's own house owns no structure that produces anything.
Editor data
- Numeric ID
17- Engine ID
TEVENT_NOFACTORIES- Editor name
- No Factories left
- Need token
NEED_NONE- Parameters
- None
- Attachment
- house
INI example
[Events]
<TriggerID>=1,17,0,0Caveats
- A factory here is any structure whose type carries a
Factory=setting, whatever it produces. Every other structure is ignored, however large the base still is, and a modded structure givenFactory=counts as one. - A structure in limbo is ignored, so one held by a factory before it is placed does not hold the event off.
- The scan runs only while the house's structure tally is above zero. That tally leaves out structures marked
Insignificant=yesand structures that undeploy into a vehicle, so a house holding nothing else satisfies the event without the scan running at all. - The event takes no parameter and reads the house that owns the trigger.
- The event describes a lasting condition, so a persistent tag carrying it fires on every offer for as long as the house has no factory.
- The event has nothing to ride on. Its tag joins the list of the trigger's own house, which adds nothing to the attachment total a semi-persistent tag waits on, so a trigger built on events of this kind needs a volatile or a persistent tag.