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) though, the blueprint_to_setup is invalid, and the blueprint obtained via the player's cursor_stack is defective, as the get_blueprint_entities() gives nil.
This could also affect this pending one: viewtopic.php?f=29&t=88793
Another thread talking about this same issue (thanks to mk-fg): 88100
Edit: added links to possibly related/same bug.
[kovarex] [1.1.36] Blueprints missing entity list when reused
-
- Manual Inserter
- Posts: 2
- Joined: Mon Nov 13, 2017 10:04 pm
- Contact:
[kovarex] [1.1.36] Blueprints missing entity list when reused
- Attachments
-
- mods.zip
- two mods used to show bug in logs
- (11.11 KiB) Downloaded 137 times
-
- BP_BUG_Save.zip
- (5.5 MiB) Downloaded 141 times
-
- factorio-current.log
- logfile with entries capturing on_player_setup_blueprint
- (15.87 KiB) Downloaded 147 times
Re: [kovarex] [1.1.36] Blueprints missing entity list when reused
Its explained in the other threat, basically, when resetting other blueprint, you need to check the opened item contents.