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Dan the cynical barbarian

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So this is driving me crazy a had a event in one of my colonies that the colonists found a old advanced factory in the planet and i was supposed to gain a title resource of that old factory but it never appeared.I searched everywhere about this but didn't find anything about this event so is this just a bug or i am doing something wrong?
 

NeverHelm

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It creates a unique building on a tile (I believe it gives something like 6 minerals+3 engineering). If you can't see it, it may have been demolished by a sector (or it's a bug).
 

Qilue

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I think that even only places an odd factory if there's an empty tile (no building or blocker). If all tiles are filled, no factory can be placed.

Checked the code. Requires an empty tile.
Code:
    option = {
       name = INTRIGUING
       custom_tooltip = colony.2015.a.tooltip
       hidden_effect = {
           random_tile = {
               limit = {
                   has_building = no
                   has_grown_pop = no
                   has_growing_pop = no
                   has_blocker = no
               }
               set_building = building_odd_factory
           }
           random_list = {
               30 = { set_planet_flag = colony_factory_kidnap }
               35 = { set_planet_flag = colony_factory_breaks }
               35 = { set_planet_flag = colony_factory_no_effect }
           }
       }
   }

A completely empty tile.
 

jdrou

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I'd call it a bug; the event probably shouldn't be firing for a planet with no empty tiles.
 

Lexgrad

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Something about this doesn't smell right
 

Dan the cynical barbarian

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I think that even only places an odd factory if there's an empty tile (no building or blocker). If all tiles are filled, no factory can be placed.

Checked the code. Requires an empty tile.
Code:
    option = {
       name = INTRIGUING
       custom_tooltip = colony.2015.a.tooltip
       hidden_effect = {
           random_tile = {
               limit = {
                   has_building = no
                   has_grown_pop = no
                   has_growing_pop = no
                   has_blocker = no
               }
               set_building = building_odd_factory
           }
           random_list = {
               30 = { set_planet_flag = colony_factory_kidnap }
               35 = { set_planet_flag = colony_factory_breaks }
               35 = { set_planet_flag = colony_factory_no_effect }
           }
       }
   }

A completely empty tile.
well this IS a strange design choice
 

Risa

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I'd call it a bug; the event probably shouldn't be firing for a planet with no empty tiles.
Agree completely. It shall have
Code:
  any_tile = {
   has_building = no
   has_grown_pop = no
   has_growing_pop = no
   has_blocker = no
  }
in event's trigger.