17 — No Factories left
Satisfied while the trigger's 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 is any structure whose type sets [
Factory=](/keys/factory/), whatever it produces. No other structure holds the event off, however large the rest of the base is. - A structure in limbo does not count as a factory. That includes a finished structure waiting to be placed.
- A house whose every structure has [
Insignificant=yes](/keys/insignificant/) or [undeploys into a vehicle](/keys/undeploysinto/) satisfies the event, even if one of those structures setsFactory=. A [ConstructionYard=yes](/keys/constructionyard/) structure does not count as one that undeploys. - The condition stays true for as long as the house has no factory. Give the trigger a persistent tag only if one of its actions [disables](/mapping/actions/taction-disable-trigger/) or [destroys](/mapping/actions/taction-destroy-trigger/) the trigger. Otherwise the tag fires every frame while the trigger's other events are satisfied. When the trigger's house has more than one tag on its house list, the tag can instead fire again and again within one frame, which freezes the game.
- A [semi-persistent tag](/systems/trigger-springing/#tag-lifetimes) never fires unless it also rides on an object or a cell. This event puts its tag only on the house list, which does not count toward the attachments such a tag waits on.