moved workaround in code
moved to only trigger if blueprint contains displays with sprites, fixes "attempt to index local" crash as well
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@@ -1,4 +1,9 @@
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---------------------------------------------------------------------------------------------------
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Version: 1.1.4
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Date: 2021-09-07
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Bugfixes:
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- fixed crash and unwanted behaviour introduced with last release
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---------------------------------------------------------------------------------------------------
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Version: 1.1.3
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Date: 2021-09-06
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Bugfixes:
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+7
-6
@@ -553,16 +553,17 @@ script.on_event(defines.events.on_player_setup_blueprint, function (event)
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if player and player.blueprint_to_setup and player.blueprint_to_setup.valid_for_read then blueprint = player.blueprint_to_setup
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elseif player and player.cursor_stack.valid_for_read and player.cursor_stack.name == "blueprint" then blueprint = player.cursor_stack end
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-- Workaround for blueprint update bug
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if blueprint.get_blueprint_entity_count() == 0 then
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player.print({"display-plates.blueprint-wont-have-icons"})
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return
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end
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if blueprint then
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for index,entity in pairs(event.mapping.get()) do
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local stype,sname = get_render_sprite_info(entity)
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if stype and sname then
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-- Workaround for blueprint update bug
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if blueprint.get_blueprint_entity_count() == 0 then
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player.print({"display-plates.blueprint-wont-have-icons"})
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return
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end
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blueprint.set_blueprint_entity_tag(index, "display-plate-sprite-type", stype)
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blueprint.set_blueprint_entity_tag(index, "display-plate-sprite-name", sname)
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blueprint.set_blueprint_entity_tag(index, "display-plate-sprite-map-marker", get_has_map_marker(entity))
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