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blueprint-sandboxes's Issues

Ghost On Water compatibility

I don't know anything about Factorio modding, so I don't know how easy/hard this would be, but would it be possible to make this mod not auto-build Ghost On Water dummies and instead wait until they spawn a floor ghost and then get changed into "real" structures? This is mostly useful for the orbital sandbox.

Crash when selecting Planetary Lab (SE)

When trying to select the "My Force's Planetary Lab" in Blueprint Sandboxes, I get a non-recoverable error:

The mod Blueprint Sandboxes (1.16.8) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event blueprint-sandboxes::on_gui_selection_state_changed (ID 60)
Error when running interface function space-exploration.zone_get_make_surface: __space-exploration__/scripts/ruins/arty40.lua:60: bad argument #2 of 2 to 'random' (interval is empty)
stack traceback:
	[C]: in function 'random'
	__space-exploration__/scripts/ruins/arty40.lua:60: in function 'postbuild'
	__space-exploration__/scripts/ruin.lua:258: in function 'build'
	__space-exploration__/scripts/ruin.lua:313: in function 'zone_build_ruins'
	__space-exploration__/scripts/zone.lua:723: in function 'create_surface'
	__space-exploration__/scripts/zone.lua:1005: in function <__space-exploration__/scripts/zone.lua:1001>
	(...tail calls...)
stack traceback:
	[C]: in function 'call'
	__blueprint-sandboxes__/scripts/space-exploration.lua:95: in function <__blueprint-sandboxes__/scripts/space-exploration.lua:90>
	(...tail calls...)
	__blueprint-sandboxes__/scripts/sandbox.lua:297: in function 'Transfer'
	__blueprint-sandboxes__/scripts/sandbox.lua:384: in function 'Toggle'
	__blueprint-sandboxes__/scripts/toggle-gui.lua:150: in function <__blueprint-sandboxes__/scripts/toggle-gui.lua:144>

factorio-current.log

Mod info (from the current-log):

  CursorEnhancements = "2.1.0",
  EditorExtensions = "2.2.2",
  FNEI = "0.4.1",
  FactorySearch = "1.10.14",
  InserterFuelLeech = "0.2.7",
  Milestones = "1.3.20",
  ModuleInserter = "5.2.4",
  RateCalculator = "3.2.3",
  RemoteConfiguration = "1.2.4",
  ["Squeak Through"] = "1.8.2",
  VehicleSnap = "1.18.5",
  WireShortcuts = "1.1.13",
  ["aai-containers"] = "0.2.11",
  ["aai-industry"] = "0.5.21",
  ["aai-signal-transmission"] = "0.4.9",
  ["alien-biomes"] = "0.6.8",
  base = "1.1.94",
  ["blueprint-sandboxes"] = "1.16.8",
  ["bullet-trails"] = "0.6.2",
  ["combat-mechanics-overhaul"] = "0.6.24",
  cybersyn = "1.3.0",
  ["cybersyn-combinator"] = "0.6.1",
  ["even-distribution"] = "1.0.10",
  ["extended-descriptions"] = "1.2.1",
  flib = "0.13.0",
  ["grappling-gun"] = "0.3.3",
  helmod = "0.12.19",
  informatron = "0.3.4",
  jetpack = "0.3.14",
  ["power-grid-comb"] = "1.1.0",
  robot_attrition = "0.5.15",
  ["rusty-locale"] = "1.0.16",
  ["shield-projector"] = "0.1.6",
  simhelper = "1.1.5",
  ["space-exploration"] = "0.6.119",
  ["space-exploration-graphics"] = "0.6.16",
  ["space-exploration-graphics-2"] = "0.6.1",
  ["space-exploration-graphics-3"] = "0.6.2",
  ["space-exploration-graphics-4"] = "0.6.3",
  ["space-exploration-graphics-5"] = "0.6.1",
  ["space-exploration-menu-simulations"] = "0.6.8",
  ["space-exploration-postprocess"] = "0.6.27",
  stdlib = "1.4.8"

Request: Please allow ghosts to be placed via a toggle

I am currently designing some blue prints, but there are somethings where I need to test how constructions robots and ghost scanner interact with actual ghosts (specifically tiles) but I can't test this in the sandbox because there is no way to actually place a ghost.

Can you and a toggle or maybe a tool to convert to ghost like how you have for ores?

Great mod though.

Issue with other factorio mod

Hey!

I have encountered an error that is somewhat critical, but I believe it can only be achieved with the usage of another mod. This other mod is factorissimo2.

So, the problem is that I have managed to get stuck inside the blueprint sandbox. Once I entered in the sandbox mode, I have placed one of the warehouses from factorissimo2, went inside it and tried to exit the sandbox (which makes you return to the sandbox).

I think the problem with this is that once you go inside the warehouse, it no longer considers that you are in the sandbox world, and registers it as the world you will go back to once you exit the mode. After that, you will get stuck forever inside the sandbox.

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