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Blueprint matching appears to uses lazy matching, ie:
'ShieldComponentBP' matches 'ShieldComponent'
The EnergyShields and DefenseShields mods use poorly named component blueprint names and the script is matching the same blueprint rather than exact matching. Is there a workaround implementable?
(note, i submitted pull requests to both mods ages ago and nothing came of it)
Expected behavior; No solar cells, explosives, or canvas.
Observed behavior: 500 solar cells, explosives, and canvas.
I see 47 blueprints have been prefixed with Position0010_ to Position00075_
The blueprint for converting stone to ingots in the survival kit, bottles, canvas, weapons, tools, ammo, and the new fireworks have the prefix
I was just barely able to fit the prefixes with a reusable function
as an aside though, i ran into a bit of code on the keen discord to add functionality to the programmable block via a script mod that you could then make use of in a PB script.
would that be something you could make use of?
https://github.com/THDigi/PBDrawAPI/blob/master/Data/Scripts/PBDebugAPI/ForPB.cs
as referenced from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2654858862
Final edit: at least I know i'm not crazy now. I spent the last 10 hours trying to figure out wtf was going on.
I figured out a way to prefix 40 items (excluding the fireworks) with a reusable function for prefixing each item in about 200 characters total, so the script can fit the vanilla library still. I uploaded the new sprite version a moment ago, the text version will be updated later
Adding functionality to scripting does sound interesting for solo play, but a script that requires a mod would be difficult to share with others. It couldn't be used in multiplayer unless the server has the mod. Leaving it vanilla makes it universally usable. Thank you for the offer though :D