No, the system from lua would be transparent. You'd just set the entity.tags, and then blueprints "just work". Hell you could stop using global for per-entity data altogether.eradicator wrote: ↑Wed Sep 11, 2019 3:17 pm Mods would still need the unit_numer of entities to associate custom data into the blueprints though. And if you store all the data in global... how would that work with im/exporting blueprint strings? (Maybe i'm not fully understanding what you're suggesting.)
It's not impossible, nobody has said its impossible. At most it'll be a day or two of work for Rseding (probably). I was proposing something entirely new that would make the blueprint-persistence problem trivial for modders, so we wouldn't need workarounds like matching unit_numbers, and storing entity data in global. It would "just work".mrvn wrote: ↑Wed Sep 11, 2019 4:04 pm Could you explain why it's impossible to give the blueprint entities in LUA a unit_number matching the entity being blueprinted?
And I don't mean to include the unit_number in blueprints. Just for the duration of on_player_setup_blueprint where mods would add tags.
Of course i'm not sure how feasible it is, so who knows. Maybe ill try throwing something together and seeing if it works out (I have source access).