The resource scanner loses all configurations.
Reproduce:
1) Make a blueprint with the resource scanner
2) Put it in the blueprint library
3) select new content for blueprint while its in the blueprint librabry
4) place blueprint
[1.1.109] blueprint not saved correctly (recursive blueprints+)
Re: [1.1.109] blueprint not saved correctly (recursive blueprints+)
Thanks for the report. This is an issue with the mod(s) you're using. Those values aren't part of the base game and so the base game has no concept of them.
If you want to get ahold of me I'm almost always on Discord.
Re: [1.1.109] blueprint not saved correctly (recursive blueprints+)
It works correctly when I select new contents for the blueprint when its NOT in the blueprint library.
How is this a mod fault?
How is this a mod fault?
Re: [1.1.109] blueprint not saved correctly (recursive blueprints+)
Because it's the mod that puts those values on the blueprint. The core game doesn't know they exist and so is doing nothing.
It's like if a pizza delivery driver shows up and gives you your pizza. Then you call the pizza place and complain they didn't also bring you the doughnuts from the doughnut shop. That's not the job of the pizza place - they just deliver pizza. If the driver also on his own wants to bring doughnuts to people - cool - but that's not something the pizza delivery place does - go talk to the driver about your doughnuts.
It's like if a pizza delivery driver shows up and gives you your pizza. Then you call the pizza place and complain they didn't also bring you the doughnuts from the doughnut shop. That's not the job of the pizza place - they just deliver pizza. If the driver also on his own wants to bring doughnuts to people - cool - but that's not something the pizza delivery place does - go talk to the driver about your doughnuts.
If you want to get ahold of me I'm almost always on Discord.
Re: [1.1.109] blueprint not saved correctly (recursive blueprints+)
So the "new contents for blueprints event hook whatever" only triggers the mods extra values when its in the inventory and not in the blueprint library?
Why is this even 2 seperate cases?
edit:
https://mods.factorio.com/mod/rec-blue- ... 7ca7a07819
Why is this even 2 seperate cases?
edit:
https://mods.factorio.com/mod/rec-blue- ... 7ca7a07819
Re: [1.1.109] blueprint not saved correctly (recursive blueprints+)
If I remember correctly, LuaPlayer.blueprint_to_setup returns nothing if the BP is in the BP library. Therefore, the mod does not know where to save additional information.
I can update my "workbench" to the latest version of Factorio and check again.
UPD: That's what I got.
If the BP is empty, then LuaPlayer.blueprint_to_setup returns the desired BP regardless of where it is located (in the inventory or in the library).
If "select new content" is used, then LuaPlayer.blueprint_to_setup returns (see the code below) regardless of where it is located:
Code: Select all
{
"valid" = true
"valid_for_read" = false
}
And if the BP is in the library, then it's a failure.