[2.1.17] Recipe parameter of Fluoroketone (hot) not populated

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SuperBananaBomb
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[2.1.17] Recipe parameter of Fluoroketone (hot) not populated

Post by SuperBananaBomb »

Repro:
1) Have parametrized blueprint using "I[Item|Fluid|] [Ingredient|Product] of":

08-29-2026, 15-36-08.png
08-29-2026, 15-36-08.png (223.13 KiB) Viewed 434 times
2) Place blueprint for any liquid except hot fluoroketone, for example Holmium solution, and it works:
08-29-2026, 15-37-48.png
08-29-2026, 15-37-48.png (85.91 KiB) Viewed 434 times
3) Place blueprint for hot fluoroketone, and it doesn't work:
08-29-2026, 15-38-48.png
08-29-2026, 15-38-48.png (96.62 KiB) Viewed 434 times
Expected this recipe for hot fluoroketone to be used:
08-29-2026, 15-39-41.png
08-29-2026, 15-39-41.png (69.7 KiB) Viewed 434 times
This is possibly because the aforementioned recipe is listed as "Alternative Recipe", even though it is the primary way to produce fluoroketone:
08-29-2026, 15-40-12.png
08-29-2026, 15-40-12.png (76.33 KiB) Viewed 434 times
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boskid
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Re: [2.1.17] Recipe parameter of Fluoroketone (hot) not populated

Post by boskid »

This is quite annoying, blueprint parametrisation is stringly typed which in case of holmium-solution fluid with name being the same as recipe works correctly, but fluoroketone recipe has different internal name ("fluoroketone") than the fluid ("fluoroketone-hot") which means it does not fall onto the recipe. In normal situations i would say this is not a bug because in this scenario the recipe should be selectable and ingredients/products of needs a recipe to be given (there is no internal logic that would select recipe which is a primary producer of a fluid). There is however a different bit of logic which makes fluoroketone recipe not selectable as a signal because it uses the same icon as fluoroketone-hot fluid causing signal deduplication logic to hide a recipe. There are 3 possible solutions and i am not sure which one is safest: 1/ renaming fluid or recipe so they match (may cause mods to break), 2/ changing fluoroketone recipe icon to be unique such that it is directly selectable (in this case the fluid would still not work as a recipe representative but that would be acceptable due to option to select recipe) or 3/ trying to make blueprint parametrisation guess which recipe a fluid represent.
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Re: [2.1.17] Recipe parameter of Fluoroketone (hot) not populated

Post by rycbar »

Is this stringly typed parametrisation also the reason why crude oil (ocean), lithium brine (vent) and fill xxx barrel puts the wrong signal into a blueprint? viewtopic.php?t=135813
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boskid
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Re: [2.1.17] Recipe parameter of Fluoroketone (hot) not populated

Post by boskid »

Yeah, this topic has different name same icon while the other topic has same name different icon. Selecting signals assumes type is preserved so it hides signals with the same icon but parametrization does not preserve type and it falls onto different type.
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_CodeGreen
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Re: [2.1.17] Recipe parameter of Fluoroketone (hot) not populated

Post by _CodeGreen »

I can't speak for all modders, but whenever the downside to a solution is "it might break some mods", please just break the mods.
We can update our mods, it's not a big deal for us. I would rather the game be permanently improved in some way at the cost of a one-time fix for us.
For this specific case, I can't imagine the number of mods that use the internal name of that recipe being very high.
My Mods | If you can't make it perfect, make it adjustable
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