Staged Blueprint Planning


The ultimate mod for designing staged blueprints.

Utilities
17 days ago
1.1 - 2.0
4.73K
Blueprints Cheats

g Editor Extensions infinity loaders added during stage scroll?

4 days ago

First up, props to GlassBricks for this amazing mod - it really should be part of the base game.

I had a very quick look through the discussions but didn't see this raised anywhere else. Apologies if it's a duplicate.

I'm using SBP with Editor Extensions and have run into an issue when placing infinity loaders. If I place a loader and then move between stages (usually Ctrl-scroll), another infinity loader is placed, slightly offset, somewhere near the original. Also, other objects nearby (in my case, belts) can be cloned and also similarly offset. Every scroll creates another offset duplicate, to the degree that placing a single loader at the earliest part of a staged blueprint can result in a line of duplicates - one more object for every stage of the blueprint. Force-deleting from the final stage will remove them, but they'll come back if the loader is moved or if the recipe is changed. (The recipe will also be cleared for every other instance of that loader across each stage that it exists).

Selecting the loader and hitting the reset button returns a debug message: "An unexpected error occurred: LuaEntity API call when LuaEntity was invalid.. Additional details outputted to log. Please report this to the mod author!" And so here we are. :-) The logfile itself contains the following lines:

15986.218 Script @bp100/lib/protected-action.lua:13: Protected action: unexpected error occurred:
LuaEntity API call when LuaEntity was invalid.
stack traceback:
bp100/ui/entity-util.lua:6: in function 'getProjectEntityOfEntity'
bp100/ui/opened-entity.lua:81: in function 'tryRenderExtraStageInfo'
bp100/ui/opened-entity.lua:387: in function <bp100/ui/opened-entity.lua:379>
(...tail calls...)
[C]: in function 'xpcall'
bp100/lib/protected-action.lua:17: in function 'protectedAction'
bp100/lib/factoriojsx/render.lua:489: in function <bp100/lib/factoriojsx/render.lua:478>

Whilst it's not unplayable, it is a nuisance to have several iterations of loaders with blank recipes across several stages of blueprint, all needing deletion or reconfiguration after moving between stages.

I am running quite a few other mods and haven't yet gone through the process of identifying potential conflicts.

For now: has anyone else seen this behaviour?

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