blueprintable_result, change entity transferred to blueprint

Things that already exist in the current mod API
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Honktown
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blueprintable_result, change entity transferred to blueprint

Post by Honktown »

I think being able to change the entity blueprinted would be useful (prototype string), and a sufficient error-check would be if the result entity has the same size or smaller (this would need to be done after all entities were parsed, like fast-replaceable). This would allow various "upgraded" entities to be blueprinted back to the original, and when placed by player or robot or mod, control events could modify what gets placed. This behavior is sort-of doable with an upgrade (downgrade) planner, but then one has to make the planner, and know to apply it to every ghost before robots get to it, or create a "perfect" one first, or other more complicated things.
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DaveMcW
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Re: blueprintable_result, change entity transferred to blueprint

Post by DaveMcW »

Already exists. Entity.placeable_by

Honktown
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Re: blueprintable_result, change entity transferred to blueprint

Post by Honktown »

DaveMcW wrote:
Tue Jan 28, 2020 6:41 pm
Already exists. Entity.placeable_by
hmmm thank you. I'll have to see if this works as predicted. Wish the API page had the stuff the wiki does. I saw entity prototypes in game have items_that_place_this or whatever, but assumed it was filled from scanning items.
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