This exact crash got reported to me on the mod discussion pages recently (ConstructionPlannerContinued - renamed to Construction Approvals).
For what it helps, using this bit of code helps reproduce it (based on the description, I assume you already have "working" code for this one, but just ...
Does this still happen in the latest release? I seem to remember a fix for something like this somewhat recently.
Hey, sorry for a somewhat late reply, and thanks for looking into this. I have just tried out the same reproduction steps listed, and the build event is still not triggered for the ...
I am trying to figure out how to reliably calculate the bounding box of a blueprint on the surface when it is being placed down by the player during the on_pre_build event. The reason for this is that I need to apply some operations on any number of ghost entities that occupy the ...
And to anyone else who might face-palm like myself, at least for the inventory book access , active blueprint from the blueprint book held in inventory can be grabbed with:
In fact, from what I can tell, it is not possible to do anything similar with the LuaItemCommon (when a BlueprintBookItem) either. We do have a LuaItemCommon.active_index if it is a blueprint book, but nothing to do with it?
I am actually baffled by this one as well. There are multiple mods I have which heavily depend on being able to access blueprint entities no matter where they are stored, and this kinda kills off a lot of their usability.
This surely must be some kind of oversight? It would be useful even if we ...
When a player is placing an entity ghost in midst of transport belts while using super-forced build, the game automatically deconstructs underlying entities, and places down ghost undergrounds on either side of the newly-placed ghost entity in order to ensure the transport belt line ...
In the meantime I have figured out why the crash started to happen in the mod - there were some changes to event properties that I did not adjust the code for - so some of the code that was supposed to switch back the force for unapproved ghost just before a new ghost gets pasted in never kicked in ...
[2.0.14] Spidertron ghosts are not snap-placed to existing ghost entitties when using blueprints
Description
When trying to place a spidertron ghost on top of an existing spidretron ghost using a blueprint, the new ghost entity will not snap to existing one (effectively refusing to place ...
With the 2.0 game release, the player can now modify placed ghost entities - including recipes, filters etc. However... It looks like we still cannot programmatically easily access the "inventories" of ghost entities (primarily for the ability to modify the slot filters as mentioned by the original ...
When a player tries to do a super-forced build over existing ghost entities, there is a difference in behaviour, depending on ghost type, when the ghost entity's force is changed during the on_built_entity event.
Described scenario is a bit unusual, and probably not something that ...
When a ghost entity is placed on a space platform that does not match the space platform's force, the platform will keep "trying" to construct the said entity, including requesting the missing item for entity's construction. If the item is available, the platform will start the audio ...
Would it be possible to introduce some additional events related to changes being made to the LuaRecipe objects?
While most of the usual recipe-related changes (like technology unlocks) are already covered by research-related events, mods can still change a couple of properties that do not ...
To chime in on this one since I have been maintaining a fork of the mentioned mod and faced similar issues as well (hello ceresward :) ), it would be even better if we could tell the game during runtime to ignore specific ghosts for bot-based construction. This would quite probably also trivialise ...
Does anyone know if quick-building rails (as opposed to building individual rails) is meant not to trigger the on_pre_build event? Is this really on purpose or probably a bug within the game?