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Fix acfActive and acfSetActive commands - #320

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Fix acfActive and acfSetActive commands#320
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Ally-for-Hire:agent/contraption-deletion-lag-upstream

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@Ally-for-Hire Ally-for-Hire commented Jul 31, 2026

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Description

Updating the always-active behavior to work with the e2 and sf functions.

## Summary

  • Persist E2 acfActive(number) and Starfall entity:acfSetActive(bool) state while an entity's Active input is unwired.
  • Keep a connected Wire source authoritative; removing the wire restores the stored command state.
  • Apply the same transition behavior to ammo, fuel tanks, engines, and default-active radar/sensor entities.
  • Preserve engine startup defaults unless an explicit E2/Starfall command establishes stored state; legality recovery also reapplies the stored or wired authority.

@Ally-for-Hire Ally-for-Hire self-assigned this Jul 31, 2026
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Ally-for-Hire marked this pull request as ready for review July 31, 2026 03:15
@Ally-for-Hire Ally-for-Hire added area: core Lifecycle, contraptions, legality, points, caches, or shared systems. area: integrations E2, Starfall, Wire, Lua APIs, compatibility, and external-addon integration. labels Jul 31, 2026
@Ally-for-Hire Ally-for-Hire changed the title Persist ACF Active command state Fix acfActive and acfSetActive commands Jul 31, 2026
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@KemGus finish testing this!!!!!

@KemGus KemGus left a comment

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fixes the bug for me, good to go

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area: core Lifecycle, contraptions, legality, points, caches, or shared systems. area: integrations E2, Starfall, Wire, Lua APIs, compatibility, and external-addon integration.

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