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How to access the curently configured blueprint
Posted: Thu Jul 31, 2025 1:54 pm
by Natha
How to access the ItemStack or Record holding the blueprint configured in
on_player_configured_blueprint?
It's not
blueprint_to_setup or
cursor_stack
Re: How to access the curently configured blueprint
Posted: Thu Jul 31, 2025 4:02 pm
by Osmo
It can be in the cursor_stack, but doesn't have to. It could be in the cursor, but also in inventory, or in another entity.
What i'm think of for the solution is in the on_gui_opened event, if the opened gui is of type blueprint, save the blueprint that you can get from player.opened, and if the player configures the blueprint, that would be the one. I'm not aware of any way apart from scripts to modify blueprints without opening the gui.
Re: How to access the curently configured blueprint
Posted: Fri Aug 01, 2025 5:34 pm
by Natha
Osmo wrote: Thu Jul 31, 2025 4:02 pm
It
can be in the cursor_stack, but doesn't
have to. It could be in the cursor, but also in inventory, or in another entity.
What i'm think of for the solution is in the on_gui_opened event, if the opened gui is of type blueprint, save the blueprint that you can get from player.opened, and if the player configures the blueprint, that would be the one. I'm not aware of any way apart from scripts to modify blueprints without opening the gui.
I hoped this would help, but player.opened is not available anymore during the on_player_configured_blueprint event.
Re: How to access the curently configured blueprint
Posted: Fri Aug 01, 2025 9:43 pm
by Osmo
Natha wrote: Fri Aug 01, 2025 5:34 pm
player.opened is not available anymore during the on_player_configured_blueprint event.
Because by that point the GUI is closed. In the previous message i said
save it in on_gui_opened event, and by that i meant write it to storage, and then read it from storage in the on_player_configured_blueprint event