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[kovarex] [1.1.26/27] Blueprints have weird behavior with mods

Posted: Fri Mar 12, 2021 1:49 pm
by oof2win2
When using my mod, https://mods.factorio.com/mod/no-belts, belts can be removed completely from the blueprint library. Mod has been marked as deprecated due to this very reason.

Steps to reproduce:
  • 1. Have a blueprint in your personal library containing belts (fig. 1)
    2. Enable the mod
    3. Change personal library contents (fig. 2)
    4. Disable the mod
    5. Blueprints that contained belts no longer have belts in them and they don't work (fig. 3)
Edit: important thing is to save the game in-between steps (Curiosity mentions creating a new save between steps 2 and 3 too)
Edit2: Works with mod version 0.4.2 or below, different approach used for 0.4.3.
Since I'm a noob with mods, I asked for help from Curiosity on Discord, for reference the link is here https://discord.com/channels/1396775903 ... 6506865715

Also attached the save, though not sure how useful that will be.

Re: [kovarex] [1.1.26/27] Blueprints have weird behavior with mods

Posted: Fri Mar 12, 2021 2:51 pm
by kovarex
Hello and thanks for the report.

We always tried to make sure that the blueprint library wouldn't be damaged by adding/removing mods, and it was done quite some time ago
https://www.factorio.com/blog/post/fff-211
https://factorio.com/blog/post/fff-357

Your case is specific in a way, that the mod doesn't actually remove belts, it just makes them not buildable from the belt items. This confused our logic, as there is a check, that when entity is not suitable to be in blueprint anymore, it gets removed from it, and the condition of not being suitable for blueprint is also the requirement of having some items that can build the item. And this removal didn't mark the blueprint to be "preserved in the original state", as other removals do.

TL;DR Fixed for the next version.

Re: [kovarex] [1.1.26/27] Blueprints have weird behavior with mods

Posted: Fri Mar 12, 2021 3:12 pm
by oof2win2
thanks!