Recipe change with blueprints leads to broken mechanics

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Linux_user404
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Recipe change with blueprints leads to broken mechanics

Post by Linux_user404 » Mon Jan 08, 2018 4:54 am

One of the features in the beta 0.16 is the ability to change entity properties using blueprints. In vanilla player has a very limited reach, but this new feature makes it unlimited. You can remotely set conditions on everything(just place an entity near you, make the blueprint of it and then apply it on any entity of the same kind on the map). Doing so keeps the "Last user" property of the entity... allowing limitless griefing possibilities in multiplayer. That is not the worst part though(you can easily just set those back). Remotely changing recipes on assemblers leads to whole new area of tricks an abuses(especially in multiplayer!). Changing recipe also returns items to the player's inventory. If you can do it from any point on the map you can steal any other player's stuff, anywhere on the map(imagine a game with separate spawns), and if you change a recipe of intermediate item on somebody else's assembler with productivity modules back and forth you would just steal his modules(and he still would be show as last user on his assembler). Using the same trick allows to steal enriched uranium from kovarex process(imagine the first guy who starts enrichment on the map with separate spawns and suddenly his precious uranium 235 vanishes!).

This feature needs to be either disabled, or changed in some way what would not allow remote item manipulation(taking productivity modules and other stuff from assemblers by changing current recipe). And it also needs to change "Last user" on modified entities.

Linux_user404
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Re: Recipe change with blueprints leads to broken mechanics

Post by Linux_user404 » Mon Jan 08, 2018 5:18 am

1) Why there is no power? Because no steam, reactors stopped running, because the inserter does not put fuel in it anymore(someone set the condition remotely and it shows it was me...)
2) I finally got 40 u235 and started the process, but it just stopped in front of my eyes and disappeared without any reason.
3) Hm, I am quite sure there were those expensive productivity 3 modules in that assembler...
4) Why there are wrong items on this belts? Oh, that inserter has changed its filter setting for some reason... Oh no, it keeps changing them in front of my eyes on its own(why would I think that someone else is doing it? There is no one even close to my solo spawn) and there is nothing I can do about it... This is definitely some weird mysterious bug, I shall report it on the forum.
5) I got banned, because there was an alert "Fuck you assholes" on the map and it shows I was the one who build it...
6) God bless factorio devs! Do you remember times when they introduces speaker, so anyone could place it somewhere on the map and produce annoying sound to everyone? They finally fixed it - you can silence it with new blueprint feature in 0.16 REMOTELY!!!

Rseding91
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Re: Recipe change with blueprints leads to broken mechanics

Post by Rseding91 » Mon Jan 08, 2018 7:35 am

Thanks for the report. I've fixed the following for the next version of 0.16:
  • The last-user property so it's set correctly.
  • The items so they only go to the player if he's within normal reach distance.
  • Settings won't be copied if they're an enemy.
  • Settings won't be copied onto inoperable entities.
If the settings should be copied in the zoomed-to-world view or not I'm not sure. Twinsen was the one who added the settings copy logic so I'll leave it up to him what (if anything) else should be done about this.
If you want to get ahold of me I'm almost always on Discord.

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