[2.0.8] Assembling machine retains circuit connections after prototype has them removed

Bugs that are actually features.
grandseiken
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[2.0.8] Assembling machine retains circuit connections after prototype has them removed

Post by grandseiken »

If you create an assembling-machine prototype that allows circuit connections, build one in your game, wire it up, and save the game, then remove its circuit functionality in the prototype e.g. by setting

Code: Select all

    machine.enable_logistic_control_behavior = false
    machine.circuit_wire_max_distance = 0
    machine.circuit_connector = nil
When you load the save, the machine will still be wired up, with (ugly/wrong) default wire connections drawn at its origin, and the wires cannot be removed with the wire tools. I expected that the wires would go away.
Rseding91
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Re: [2.0.8] Assembling machine retains circuit connections after prototype has them removed

Post by Rseding91 »

Thanks for the report. I was going to change how entities work to migrate-away wires after removing the prototype definitions however when I looked into the logic more I believe the current state is acceptable.

There are no hard-coded checks that machines must define those values in order for a wire to be connected. Those values simply prevent the player from doing it under normal circumstances. Console commands, and mods can still do anything they like and it will all just work.

So with no clear "it must never have wires if the prototype values aren't set" and it having worked like this for the last - forever - I'm going to say this is not a bug and move it as such.
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