theit8514 wrote: Sat Jul 13, 2019 10:16 am
I'm having an issue trying to blueprint and paste a vanilla blueprint with all the bob's mods installed. When the blueprint is pasted with the mods enabled, it is not connected to the circuit network.
I think the issue is the difference between Fast Inserter and Express Inserter. If I paste the blueprint in vanilla and add bob's, the inserter is a Fast Inserter and is connected to the circuit properly.
If I add bob's then paste the blueprint, it places Express Inserter and it is not connected to the circuit network.
Blueprint:
https://pastebin.com/raw/Zuani7mH
Mods:
https://pastebin.com/My88PAvV
It's entirely my fault (Bob's logistics) and It's one of the things that has been on my to do list for a while(before 0.17), but I just really don't want to look at it (I keep putting it off in favor of other things on the list, including new things)
Migrate the blueprint, and that will fix the issue.
1. Assuming it's in your blueprint library, copy it and drop it in your inventory (When grabbing from the library, Q will delete the blueprint in your hand, so press E to open your inventory and literally put it in an empty slot in there.)
2. Do the same with an upgrade planner (put it in your inventory)
3. Right click the upgrade planner to configure it.
there's a bunch of 2 column sections, on the left is the old, and right is new entity.
click old, select the Logistics tab, click the icon for the inserter that is in the blueprint, it will now be in the old slot.
click new, select the Bob's Logistics tab, click the inserter you want it to become, it will now be in the new slot.
Press apply, the config window will close.
4. Apply the migration to the blueprint
Left click the upgrade planner to hold it, right click on the blueprint to configure it.
In the top right corner is a bunch of buttons, one sort of looks like a grey blueprint. while holding the upgrade planner, left click that grey blueprint button.
As you click, you might see the inserters in the blueprint change colour instantly if you chose a different grade inserter. (Eg, if the old one was base game fast, and the new one is bob's turbo, the inserters in the blueprint will change from blue to purple)
Click the green tick to apply the change.
5. You now have a blueprint that should work, you may delete the upgrade planner (right click on it to enter config mode, and press the red X)
Possible fixes for my mod...
All fixes would delete the broken migrations script (that deletes the entity ghost upon being placed and replaces it with a bob's version, however doing it this way loses wire connections and filters.)
1. Make a better script. Basically, save the states of all the other things like wire connections and filters before deleting and creating a new one, so they can be restored.
2. Just add "placable_by" on the old inserter entity, so that robots can build the old inserters placed by ghosts in old blueprints.
3. Why are they even separate things in the first place? Just get rid of the copy versions and use the originals with updated numbers. (there are actually reasons, such as hand positions only being saved if they've been changed, so if the definition of a long-handed-inserter changed to standard reach, all base game long handed inserters would just turn into normal reach red fast inserters. The other reason being name changes, but that could be fixed with a localised_name entry)
4. Kick the devs into actually implementing ghost to ghost fast replace scripting.
The best solution is probably a combination of number 3 (do that and fix locale entries for everything except the long handed inserter) and then something else for the long handed inserter... most likely apply all the new stats except reach to it, then add placable_by to it, so ghosts can still place it if it's in a blueprint.
Alternatively (still only talking about long-handed inserter) do the full script replacement for it as in option 1, however, option 2 of just making it look like a red fast inserter would be easier.