[Rseding91] [0.17.14] Disabling a mod then ren-enabling it breaks blueprints using mod items permanently
Posted: Sun Mar 17, 2019 12:54 pm
Disabling a mod then ren-enabling it breaks blueprints using mod items permanently.
Steps to reproduce:
+enable a mod that adds water fill (like landfill but for water). This likely happens for other items added by mods as well
+make a blueprint that uses at least one of the new items added by the mod and store it in a blueprint book (likely doesn't matter if it's in a book or not)
+store the blueprint/book in the blueprint library
+disable the mod
+load up the saved game
+add a new random blueprint to the blueprint book created above (this step likely isn't needed. Note that I did not modify any of the blueprints created with the mod)
+quit game
+enable the mod that was disabled above
+load the game and notice that the mod items are not returned to the blueprints in the book and are gone permanently
The way this works now completely breaks blueprints with mods as you will unknowingly break your blueprints when changing mods without even updating the blueprint used in the mod.
In 0.16, disabling a mod would put red icons over the unavailable items and icons in the blueprint, but when you re-enabled the mod, those items would be restored.
Proposed solution:
Never modify blueprints that the user created when disabling and enabling mods as it breaks blueprints and is not intuitive to the user if blueprints change automatically. If blueprinted items and icons are not available, then indicate that in the GUI. When the mod is re-enabled, since the blueprint wasn't modified automatically, the blueprints would be fully restored and working.
This is a huge issue and completely breaks blueprints when using mods as enabling and disabling mods is a common occurrence and playing different games either sequentially or concurrently is also very common.
Steps to reproduce:
+enable a mod that adds water fill (like landfill but for water). This likely happens for other items added by mods as well
+make a blueprint that uses at least one of the new items added by the mod and store it in a blueprint book (likely doesn't matter if it's in a book or not)
+store the blueprint/book in the blueprint library
+disable the mod
+load up the saved game
+add a new random blueprint to the blueprint book created above (this step likely isn't needed. Note that I did not modify any of the blueprints created with the mod)
+quit game
+enable the mod that was disabled above
+load the game and notice that the mod items are not returned to the blueprints in the book and are gone permanently
The way this works now completely breaks blueprints with mods as you will unknowingly break your blueprints when changing mods without even updating the blueprint used in the mod.
In 0.16, disabling a mod would put red icons over the unavailable items and icons in the blueprint, but when you re-enabled the mod, those items would be restored.
Proposed solution:
Never modify blueprints that the user created when disabling and enabling mods as it breaks blueprints and is not intuitive to the user if blueprints change automatically. If blueprinted items and icons are not available, then indicate that in the GUI. When the mod is re-enabled, since the blueprint wasn't modified automatically, the blueprints would be fully restored and working.
This is a huge issue and completely breaks blueprints when using mods as enabling and disabling mods is a common occurrence and playing different games either sequentially or concurrently is also very common.