Attach Notes

Attach notes to combinators, entities... almost everything + Adds signposts. All notes are saved when you export a blueprint as a string (but you need the mod to read them).

4 months ago
0.16 - 1.1

g Remotes to prevent conflicts.

1 year, 11 months ago
(updated 1 year, 11 months ago)

Hi, please add remotes for your blueprint code to prevent conflicts.

E.g. so i can do:

if(remote.interfaces["attach-note"])then local ents_to_change_or_something ="attach-note","handle_blueprint",event,mapping,etc) end

You may also need a setting to disable your blueprint handling for this, and i forsee other conflicts with other mods doing it too.

Alternatively, you may add a check and call to my remote so that there is no conflict.
I mostly just need to remove specific entities which shouldn't ever be blueprinted.

if(remote.interfaces["warptorio"])then for i,entity in pairs(blueprint_entities)do if("warptorio","BlueprintEntityIsBlacklisted",entity))then remove_entity_from_blueprint(blueprint_stack,entity) end end end

for example.

Original Issue:

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