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- Mon Jul 19, 2021 3:13 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.36] Blueprints missing entity list when reused
- Replies: 1
- Views: 368
For mods using on_player_setup_blueprint event. If you use a new blueprint and capture a selection, player.blueprint_to_setup contains a valid blueprint, and contains a valid BlueprintEntity list via get_blueprint_entities() . If you reuse a blueprint (blue "select new contents" button) th...
- Sat Jul 17, 2021 8:01 am
- Forum: Pending
- Topic: [kovarex] [1.0.0] New contents for blueprint broken vs. new blueprint
- Replies: 3
- Views: 484
Hi, I'd like to jump in here, as I'm tinkering with a mod that uses on_player_setup_blueprint event. The event isn't called when reusing a blueprint ( the blue select new contents button ). The event gets called normally on a new blueprint page, even an empty one placed in inventory.