Problem
When importing blueprint strings combinators are skipped entirely if they contain missing signals.This breaks entire blueprints, leaving you guessing how the missing combinator was connected.
Moderator: ickputzdirwech
No, I'm not asking for migration of renamed signals.plepper1 wrote: ↑Wed Apr 22, 2020 5:05 am I have some blueprints that I made back around 0.16.something that I still use.
Somewhere in the 0.17 tree, a migration removed all of the 'wood' signals from the BPs - but the combinators still show up with the other options set. They're just missing the output signal.
/shrug
I'm assuming some internal representation of wood changed and was migrated out. Some year I may get less lazy and re-make them, but until then I just set the output when I drop them down.
Sounds like what you're asking for.
Doesn't the optional alt-mode display of signals already sufficiently address that?ssilk wrote: ↑Thu Apr 23, 2020 5:30 am I thought a bit and I think it’s a very good idea. I wouldn’t limit the flagging not only to the point where a blueprint is involved. I would change it like so:
Any entity capable of handling signals should flag (non blinking, just a small “missing” icon in alt mode), if:
- the input and/or output isn’t wired.
To be discussed: Constant combinator has no input of course, a decider without output makes also no sense, but does a decider combinator makes sense without input? Eventually...
- the programming of the entity is not complete.
To be discussed: a constant combinator without any programmed signal?
Also to be discussed: how should this work with modded entities? Simply based on this rules, or should the modder set those flags (or both).