[kovarex] [1.0.0] New contents for blueprint broken vs. new blueprint

Bugs that we were not able to reproduce, and/or are waiting for more detailed info.
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mrvn
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[kovarex] [1.0.0] New contents for blueprint broken vs. new blueprint

Post by mrvn »

I'm trying to update a blueprint for an LTN station with Bulk Rail Loaders. If I try to selkect new contents for the blueprint the Bulk Rail Loaders aren't shown in the blueprint and seem to be turned 90° around. Placing the blueprint results in some of them turned around and other fail to build due to alignemt requirements (checked by the mod on build).

Mods needed: LTN, LTN Combinator, Deadlocks beltboxes and Bulk Rail Loaders.
map.png
map.png (12.46 MiB) Viewed 469 times
Selecting new contents for blueprint gives me:
blueprint-new-contents.png
blueprint-new-contents.png (7.23 MiB) Viewed 469 times


Creating a new blueprint gives me:
new-blueprint.png
new-blueprint.png (7.4 MiB) Viewed 469 times

kovarex
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Re: [kovarex] [1.0.0] New contents for blueprint broken vs. new blueprint

Post by kovarex »

I would say that this is most probably related to the mod, and I would ask the mod autor to fix it, as it uses some custom stuff when it comes to filling up the blueprint.

Anonymous Monkey
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Re: [kovarex] [1.0.0] New contents for blueprint broken vs. new blueprint

Post by Anonymous Monkey »

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.

kovarex
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Re: [kovarex] [1.0.0] New contents for blueprint broken vs. new blueprint

Post by kovarex »

Anonymous Monkey wrote:
Sat Jul 17, 2021 8:01 am
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.
I just tried it with

Code: Select all

/c script.on_event(defines.events.on_player_setup_blueprint, function(event) game.print("hello") end)
And it seems to work.

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