Steps to reproduce:
1. Create a simple mod that deletes all transport belts from new blueprints.
Code: Select all
/c function delete_belts(event)
local bp = game.get_player(event.player_index).cursor_stack
if not bp or not bp.valid_for_read or not bp.is_blueprint or not bp.is_blueprint_setup() then return end
local entities = bp.get_blueprint_entities()
if not entities then return end
for key, entity in pairs(entities) do
if entity.name:find("transport-belt", 1, true) then
entities[key] = nil
end
end
bp.set_blueprint_entities(entities)
end
script.on_event(defines.events.on_player_configured_blueprint, delete_belts)
script.on_event(defines.events.on_player_setup_blueprint, delete_belts)
3. Hold down shift while creating a blueprint that includes transport belts.
4. Click "Create blueprint".
5. Select the paste tool.
Expected result: Paste tool is missing transport belts.
Actual result: Paste tool has transport belts.
The other ways of creating blueprints all work as expected, the belts are gone:
- Copy tool without shift
- Blueprint tool with shift
- Blueprint tool without shift