Page 1 of 1

[Rseding91] [2.0.42] Incomplete recipe-category migration

Posted: Fri Mar 21, 2025 8:02 pm
by lyvgbfh
The attached save fails to load after a recipe-category removal, even if a migration is written.

To reproduce, use the attached version of pyalienlife (it is only modified to have a migration added) and sync the attached save.

Boskid: "CustomChooseElemButton stores recipe id's not as ID's but as property tree, and those are not covered by migrations"

For the conversation in the playtesting discord that led to this report, see here

Re: [2.0.42] Incomplete recipe-category migration

Posted: Sun Mar 23, 2025 2:30 pm
by Rseding91
I started looking into this, and it seems like it's gong to be a lot more complicated to fix than I originally thought.

Would it be acceptable that if loading migrates something - which would cause an error in these filters - to simply clear the filters and require the mod to re-set them?

Re: [Rseding91] [2.0.42] Incomplete recipe-category migration

Posted: Sun Mar 23, 2025 5:38 pm
by lyvgbfh
I'm not sure I fully understand the cause, is this a LuaPrototypeFilter stored in storage/global? If so, I think clearing it would be fine, though a log warning would be appreciated.

Re: [Rseding91] [2.0.42] Incomplete recipe-category migration

Posted: Sun Mar 23, 2025 6:58 pm
by Rseding91
It’s a LuaProrotypeFilter stored in the map save file.

Re: [Rseding91] [2.0.42] Incomplete recipe-category migration

Posted: Sun Mar 23, 2025 7:17 pm
by lyvgbfh
What kind of effect does the clearing of it have to the end user?

Re: [Rseding91] [2.0.42] Incomplete recipe-category migration

Posted: Sun Mar 23, 2025 7:27 pm
by Rseding91
The visible options shown in the GUI when a player clicks the custom choose elem button.

Re: [Rseding91] [2.0.42] Incomplete recipe-category migration

Posted: Sun Mar 23, 2025 7:41 pm
by lyvgbfh
That shouldn't be a big deal to work around if it's cleared, thanks!