Steps to reproduce:
1. Import one of the provided blueprints.
2. Open the blueprint editor and select parameterize.
What happens:
This blueprint only allows the item in the description to be paramerized:
This blueprint does not allow any parameterization:
I expected items in the description and the signals to be parameterizable at the same time.
[2.0.28] Signals in constant combinator with description not parametrizable
[2.0.28] Signals in constant combinator with description not parametrizable
Have you considered using flow routers instead of balancers?
Roboport + Land mines > Behemoth Worm > (Legendary) Flamethrower turret
Roboport + Land mines > Behemoth Worm > (Legendary) Flamethrower turret
Re: [2.0.28] Signals in constant combinator with description not parametrizable
Not a bug.
General rule about logistic sections is that if they are named then they are not part of parametrization because they will get their content overriden immediately after placement to match other sections with the same name.
General rule about logistic sections is that if they are named then they are not part of parametrization because they will get their content overriden immediately after placement to match other sections with the same name.
Re: [2.0.28] Signals in constant combinator with description not parametrizable
Yep, I just realized the naming of the logistic sections was causing it. I was also trying to see if the name of the logistic section was parameterizable.
Have you considered using flow routers instead of balancers?
Roboport + Land mines > Behemoth Worm > (Legendary) Flamethrower turret
Roboport + Land mines > Behemoth Worm > (Legendary) Flamethrower turret
Re: [2.0.28] Signals in constant combinator with description not parametrizable
Thanks for explaining this. You say parameters would get their content overridden immediately after placement to match other sections with the same name. To me, that means that, assuming you could label sections and maintain parameterization, if you did, by accident, label a section that already existed, no matter what you did, the parameters would be demolished when the game computed your blueprint because the section already exists elsewhere as concrete objects filling those indices. Am I correct in this interpretation of your explanation? If not, the following response does not apply.
If I am, by chance and chance alone, correct in my interpretation, why do that? If a player accidentally creates a new section with the same name, then the game should populate the already existing data and allow the player the opportunity to adjust the section that is already known with parameters. If the player makes a section that never before existed, the parameters should work. If the player later makes a section that accidentally uses the parameterized section previously made, the game should immediately show the parameters to remind them of their mistake so that they can rename the section, before they incorrectly overwrite these parameters with concrete objects.
Wouldn't that be easier and more intuitive? I for one struggle with accepting that I have to make parameterized blueprints without labeling sections, which can organize things a lot better. "InQm" could, for example, denote n inputs at quality level m. I can then spam this section all over the universe to create items that require n ingredients at whatever m quality I want rather than manually setting the parameters again.