local scenario_events = {} local on_player_mined_entity = function(event) local list = {'coal'} -- items to remove from production when handcrafted for _, item in pairs(list) do if event.entity.name == item and event.buffer.get_item_count(item) > 0 then local current = game.players[event.player_index].force.item_production_statistics.input_counts[item] game.players[event.player_index].force.item_production_statistics.set_input_count( item, current - event.buffer.get_item_count(item) ) end end end local on_research_finished = function(event) if event.research.name == 'improved-equipment' then local force = game.forces.player; force.set_hand_crafting_disabled_for_recipe('electronic-circuit', false) force.set_hand_crafting_disabled_for_recipe('copper-cable', false) force.set_hand_crafting_disabled_for_recipe('iron-gear-wheel', false) force.set_hand_crafting_disabled_for_recipe('automation-science-pack', false) force.set_hand_crafting_disabled_for_recipe('iron-stick', false) end end local on_entity_cloned = function(event) if event.source.name == 'transport-belt' or event.source.name == 'stone-furnace' or event.source.name == 'burner-inserter' or event.source.name == 'wooden-chest' or event.source.name == 'burner-mining-drill' then event.destination.force = game.forces.player event.destination.minable = true event.destination.rotatable = true event.destination.operable = true elseif event.source.force == 'bystander' then event.destination.minable = false event.destination.operable = true end if event.destination.supports_backer_name() then event.destination.backer_name = "" end end local on_built_entity = function(event) if event.created_entity.supports_backer_name() then event.created_entity.backer_name = "" end end scenario_events.events = { [defines.events.on_player_mined_entity] = on_player_mined_entity, [defines.events.on_built_entity] = on_built_entity, [defines.events.on_entity_cloned] = on_entity_cloned, [defines.events.on_research_finished] = on_research_finished, } return scenario_events