Recipe change with blueprints leads to broken mechanics
Posted: 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.
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.