[kovarex] [1.1.36] Blueprints missing entity list when reused

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Anonymous Monkey
Manual Inserter
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[kovarex] [1.1.36] Blueprints missing entity list when reused

Post by Anonymous Monkey »

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.
two mods used to show bug in logs
(11.11 KiB) Downloaded 38 times
(5.5 MiB) Downloaded 40 times
logfile with entries capturing on_player_setup_blueprint
(15.87 KiB) Downloaded 41 times

Factorio Staff
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Joined: Wed Feb 06, 2013 12:00 am

Re: [kovarex] [1.1.36] Blueprints missing entity list when reused

Post by kovarex »

Its explained in the other threat, basically, when resetting other blueprint, you need to check the opened item contents.

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