[0.13.1]blueprint on_built_entity with revive()

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DemiPixel
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[0.13.1]blueprint on_built_entity with revive()

Post by DemiPixel »

Not sure if placing a blueprint is returning the the wrong thing in on_built_entity, or if I can't call revive on the entities passed. It seems I'm not the only one who has the issue:

viewtopic.php?f=25&t=27578

If this is a feature/"not going to be fixed" deal, it would be nice if the documentation was updated then:

Code: Select all

revive() → uint
Revive a ghost. I.e. turn it from a ghost to a real entity.
Seems like it should work for blueprint entities.

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Klonan
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Re: [0.13.1]blueprint on_built_entity with revive()

Post by Klonan »

Thanks for the report,

I can confirm this leads to a crash, doing the following:

Register this script on the console:

Code: Select all

/c script.on_event(defines.events.on_built_entity, function(event)
    if event.created_entity.name == "entity-ghost" then
      event.created_entity.revive()
    end
end)
Shift clicking entities now auto created them and works properly
But taking a blueprint and placing it down, crashes the game:
Log
Gif of crash

Rseding91
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Re: [0.13.1]blueprint on_built_entity with revive()

Post by Rseding91 »

Fixed for 0.13.2.
If you want to get ahold of me I'm almost always on Discord.

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