It affects it only for a max of 29 ticks. But i trust your advice more. i'll swap them back.eradicator wrote: ↑Wed Oct 02, 2019 10:11 pm Making blueprints should not affect how the factory works. But that's more of an ugly quirk than a bug if you want to do it like that.
Well any mod that uses player.opened_self would break after my force-open.eradicator wrote: ↑Wed Oct 02, 2019 10:11 pm Please state the nature of themedical emergencyobvious reasons. I don't see any. Reopening a gui in the same tick it was closed is unnoticible™ for the player.
In this case i once was aware of that. What i said is that i need to swap chests, regardless of it being done before the blueprint was taken or after. I thought you mean that i can leave the provider chests in but setup a function on an event to update my global table everytime a player creates ghosts with that blueprint. This was a response to:eradicator wrote: ↑Wed Oct 02, 2019 10:11 pm I thought the whole point of the blueprint hacking was to never allow them to be in a blueprint in the first place. So why worry about craftability? Are you unaware of the fact that you can change the type of the chest *inside* the blueprint (via get_blueprint_entities, set_blueprint_entities)? And then there's also "placeable_by" if for some reason you still need that.
.eradicator wrote: ↑Wed Oct 02, 2019 7:19 pm With the new event.mapping you don't even need to swap the chests, you can just fetch the data from your global table.
I don't understand what you try to say Which one of the events do you mean?eradicator wrote: ↑Wed Oct 02, 2019 10:11 pm And reassigning event handlers inside events will only affect the *next* time the event is raised anyway.
Yes, more and more i realise that. With "setup-q-setup-confirm" i mean the player drags the blueprint area calling on_player_setup_blueprint but is not happy about it and does not confirm, instead closing and draging a new blueprint area, calling on_player_setup_blueprint a second time before on_player_configured.blueprint. So not the "GUI-re-opening" but the "re-draging" is what i'm concerned about.eradicator wrote: ↑Wed Oct 02, 2019 10:11 pm By wanting to manipulate blueprints while the player makes them you've chosen a minefield as your first modding environment. You have to do a lot of learning and testing to get it right. And you'll have to do most of it on your own. (Also what is "setup-q-setup-confirm" supposed to mean? Did you misunderstand "re-open the gui" to be a player action?)
Edit: Oh i just realised i completely misunderstood the descrition of player.open_self. It's supposed to return wether the player opened it's inventory grid, not that a player opened something by itself. But would it affect on_GUI_opened twice?