Reproduction steps:
1) create empty blueprint and set to quickbar slot.
2) Open a GUI (player inventory, entity GUI, blueprint library, etc).
3) Select empty blueprint from quickbar. Move open GUI window out of the way if necessary.
4) Drag-select an area including at least one entity.
Observed result:
GUI is closed.
Event on_player_setup_blueprint is fired. During this event, player.blueprint_to_setup is invalid. player.cursor_stack is valid, but blueprint contains no entities (get_blueprint_entities() returns nil).
Blueprint is left in cursor, not setup and with no entities.
Expected result:
Any of the following seem reasonable, in decreasing order of my personal desirability:
a) close GUI, open blueprint configuration GUI containing selected entities.
b) leave GUI open, setup blueprint as though player held shift during drag-select.
c) leave GUI open, do not fire on_player_setup_blueprint (no action).
Edit: Behavior in 0.15 appears to be a).
[0.16.20] setting up blueprint fails with open GUI
[0.16.20] setting up blueprint fails with open GUI
Miniloader — UPS-friendly 1x1 loaders
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Bulk Rail Loaders — Rapid train loading and unloading
Beltlayer & Pipelayer — Route items and fluids freely underground
Re: [0.16.20] setting up blueprint fails with open GUI
Thanks for the report. It's now fixed for the next version of 0.16.
If you want to get ahold of me I'm almost always on Discord.