Space Exploration's nav mode (aka satellite mode, nav view, satellite view, "as a satellite", etc) breaks BeltRouter, because cheat mode is turned on for nav mode (in order to let the player place infinite wires anywhere, remotely set recipes, etc). As a result, whenever you use BeltRouter in nav mode, it places actual entities, rather than ghosts. Steps to reproduce:
- Install SE and BeltRouter Lite.
- Load a save of any kind where you can use nav view/satellites (not sure how to set this up easily; usually you need to launch a satellite first, done similarly to the base game).
- Go into nav view (QWERTY N key by default).
- Use BeltRouter Lite.
Expected behavior: Belt or pipe ghosts are spawned.
Actual behavior: Belts or pipes are spawned.
I'm informed that in space-exploration/scripts/remote-interface.lua, there's an interface exported to check if the player is in nav mode:
-- Triggered _before_ controller has been changed. Player not guaranteed to have a character.
-- /c remote.call("space-exploration", "get_on_remote_view_started_event")
get_on_remote_view_started_event = function() return RemoteView.on_remote_view_started end,
-- Triggered _after_ controller has been changed. Player not guaranteed to have a character.
-- /c remote.call("space-exploration", "get_on_remote_view_stopped_event")
get_on_remote_view_stopped_event = function() return RemoteView.on_remote_view_stopped end,
I believe this is what you want to use to check.