local Event = require 'utils.event' local Public = {} local bp = '0eNqlm91O20AUhN9lrx2UM7b3J69SocrAUiwlTuQYKEV59yYEF1RXqWe4QiE7Xud82fXq08mru1k/5l3fdoNbvbr2dtvt3erbq9u3P7pmffrf8LLLbuXaIW9c4bpmc3q1bze7dV7kbmiHl8VzOzwsts9d7t2hcG13l3+6lR2uC/c2oM3na55Hf+8eNzfHkSv7/9UKt9vujxfYdqc7OV4UV3XhXo5/y6v6ONVd2+fb89u+cE9N3zbnV3YoJvNBmS99YcLyCx+wNH6+6isf8P8THnEO7fqd5d+XeS/S4c8t9Pm+7fLd4viNuu3zkN3phv+dqqRULaX8R2rG6ECNjtTopNx/uZRSxqVKiWYp0SwnXPbDtsuLXTM8XBgfyPGRHJ+48Z+5zBpPEqkkItVkpVy+t2rC4qH51fQfkyzW+X64kAxyMqrJ+ZWvpMrXUuXryVq4fG/1hNTcKtTkeqgn329upvn1rqV6e6nenqy3l+vtyf3Kk3w8uV95macneXqJZ5B4BpJnkHkGkmcgeQaSZ5B5BpJnkHhGiWckeUbyyRVJipGkGEmKkTxFRJJdlNgliV0i2SX5FJHkU0SSTxGJrHySKm9LqfRjbHbtx4CwEY7RwM6V5LnmV30MsGU3rezGlt30shu5dY2BwAYiG0jypyHAmgZWEw4GFix0sGA5QS872LJrYsA0M2AlW/ZSfoZYKT9ErJSfIsZqANM8gGkiYIzNB8CqA6vYbaxil0fFbmMVeQgz1iiYphRMcwrGSgXTrcIY9Xo06NGoR5McJbBrZsOmamPO8Pm4dalhrNUwVmsY6zXMs6uX9Rk2FRoXeQQOH6swLLBbbtDXKGsxjNUYFlh8rL6wwOGLHD7WWFjUVx9rL4zVF8b6C2MFhrEGwyKHT3MXxsqLMaBg1MWH6ebDdPUxRpMcJXBr3gSaNwHrTbAkN98x4NlAYAORDSQyMB8iNAsDzcKAtTDQLQxMXrswee3C5LUL3dGAdTTQHA3EphDW0UB3NAC7iqHDBrs8WakDTepAkzpgpc4YUDixXSLQLRDYjhGwLSNgZRE0WQRNFoGVRWBlEVhZBFYWgZVFYGURWFkETRZBk0VgZRF0WQRdFkGXRahZxLoiAquIoCkiaN0vYFURPLtiWUEEr4NlVRH0Hhiw0ghaFwy0NhiwEgl6Iwx0nYSgww76EVhvlQErm6A1y0DrlgErn8D2y4BVTmCVE1jlBFY5gVVO0LpmoKknJK27PWnt7Ynrb09cg3viOtyT1uKetB73OWrpujj/gmX16QcvhXvK/f7tQohWhYQQfVqWy+pw+A3SPoD5' function Public.blueprint(surface) local position = {x = 0, y = 0} if not surface or not surface.valid then return end local item = surface.create_entity {name = 'item-on-ground', position = position, stack = {name = 'blueprint', count = 1}} if not item then return end local success = item.stack.import_stack(bp) if success <= 0 then local ghosts = item.stack.build_blueprint {surface = surface, force = 'player', position = position, force_build = true} for _, ghost in pairs(ghosts) do local _, ent = ghost.silent_revive({raise_revive = true}) if ent and ent.valid then ent.destructible = false ent.minable = false end end end if item.valid then item.destroy() end end Event.add( defines.events.on_player_created, function(event) if event.player_index ~= 1 then return end local player = game.get_player(event.player_index) if not player or not player.valid then return end Public.blueprint(player.surface) end ) return Public