blueprintable_result, change entity transferred to blueprint
Posted: Tue Jan 28, 2020 2:24 pm
I think being able to change the entity blueprinted would be useful (prototype string), and a sufficient error-check would be if the result entity has the same size or smaller (this would need to be done after all entities were parsed, like fast-replaceable). This would allow various "upgraded" entities to be blueprinted back to the original, and when placed by player or robot or mod, control events could modify what gets placed. This behavior is sort-of doable with an upgrade (downgrade) planner, but then one has to make the planner, and know to apply it to every ghost before robots get to it, or create a "perfect" one first, or other more complicated things.