Another limitation in 0.16.22 is that when players enter the blueprint setup GUI for an existing (already setup/specialized) blueprint, on_player_setup_blueprint does not fire.
An already-setup blueprint via the setup gui will generate on_player_configured_blueprint, as it should. But only if they change something.
So that we can always know whether the setup screen is active or not, I'd be grateful for these changes:
- When players re-configure already-configured blueprints, on_player_setup_blueprint fires, with the player's blueprint_to_setup indicating the correct LuaItemStack.
- When players cancel the blueprint setup gui, a new event, on_player_cancelled_blueprint_setup is fired (including if they press "OK" but no changes were made).
tia!