- /c script.on_event(defines.events.on_player_setup_blueprint, function(event) game.print(table_size(event.mapping.get())) end)
- place 1 ghost and 2 real entities
- /c game.player.selected.die() on one of the real ones
- make a copy/blueprint selection of each entity individually
- notice that the ghost of the corpse prints zero
[Rseding91] [2.0.65] on_player_setup_blueprint mapping nil on ghosts attached to corpses
Re: [Rseding91] [2.0.65] on_player_setup_blueprint mapping nil on ghosts attached to corpses
Thanks for the report. This is now fixed for the next release.
If you want to get ahold of me I'm almost always on Discord.