LuaItemStack::create_blueprint always includes tile ghosts

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mickael9
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LuaItemStack::create_blueprint always includes tile ghosts

Post by mickael9 » Sun Jul 02, 2017 6:40 pm

When using LuaItemStack::create_blueprint() with always_include_tiles = false, tile ghosts are always included in the resulting blueprint, even if the area contains other entities. This doesn't happen when creating a blueprint manually over the same area.

Blueprint created via script:
create_blueprint.png
create_blueprint.png (111.83 KiB) Viewed 583 times
Blueprint created manually:
manual_blueprint.png
manual_blueprint.png (146.3 KiB) Viewed 583 times
Command used:

Code: Select all

/c p = game.player; pp = p.position; p.cursor_stack.set_stack('blueprint'); p.cursor_stack.create_blueprint{area = {{ pp.x - 5, pp.y - 5 }, { pp.x + 5, pp.y + 5 }}, surface = p.surface, force = p.force}
Last edited by mickael9 on Sun Jul 02, 2017 7:25 pm, edited 1 time in total.

Rseding91
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Re: LuaItemStack::create_blueprint always includes tile ghosts

Post by Rseding91 » Sun Jul 02, 2017 7:21 pm

Thanks for the report. The standard blueprint "include tiles" logic was changed a while ago and the Lua interface hasn't been updated to operate the same way.

I can change it to work similar to the normal GUI does but it's going to cause any mods using the current system to break.
If you want to get ahold of me I'm almost always on Discord.

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mickael9
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Re: LuaItemStack::create_blueprint always includes tile ghosts

Post by mickael9 » Mon Jul 03, 2017 4:32 pm

Personally I would go with the change, unless there are other differences than just how tile ghosts are handled.
I don't think anyone should depend on this strange behavior since it's obviously a bug

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