The reason for this has been due to switching between Seablock and Vanilla. (Though same issue happens with PY mods, haven't tested other overhaul mods.)
For Seablock almost all fluid recipes are missing. For PY also science packs, green/red/blue circuits and others.
As far as I can tell the problem occurs when mod changes category field of the recipe prototype.
Edit: It's also not necessary to open blueprint or blueprint library on modded savefile for the changes to occur.
This is BP prepared in Vanilla:
Code: Select all
{
"blueprint": {
"icons": [
{
"signal": {
"type": "item",
"name": "chemical-plant"
},
"index": 1
}
],
"entities": [
{
"entity_number": 1,
"name": "chemical-plant",
"position": {
"x": -854.5,
"y": 440.5
},
"recipe": "lubricant"
}
],
"item": "blueprint",
"version": 281479277707264
}
}
Code: Select all
{
"blueprint": {
"icons": [
{
"signal": {
"type": "item",
"name": "chemical-plant"
},
"index": 1
}
],
"entities": [
{
"entity_number": 1,
"name": "chemical-plant",
"position": {
"x": -854.5,
"y": 440.5
}
}
],
"item": "blueprint",
"version": 281479277707264
}
}
- Load by Sync Mods with Save with provided mmp_test savefile
- Make a blueprint with a single chemical plant, recipe set tu Lubricant. Put the blueprint into Blueprint Library.
- Load by Sync Mods with Save with provided bug_test_test_mod savefile
- Load and Sync Mods with provided mmp_test savefile
- Check that blueprint previously put into Blueprint Library is missing a recipe.
I am unsure if this is the only case where such conversion happens but it's the only case I could successfully isolate and reproduce.
Note: I couldn't reproduce it on a fresh Vanilla savefile. I could reproduce it on multiple saves I have but I cannot pinpoint what makes those saves different than a fresh file.
Edit2: Forgot to add logfiles.