issues on BlueprintEntity and related types [2]
Posted: Tue Oct 14, 2025 1:57 pm
I ran across another couple of doc issues in continuation of 131291.
LampBlueprintControlBehavior:
use_colors: boolean? - defaults to ??
color_mode: defines.control_behavior.lamp.color_mode? - defaults to color_mapping
red_signal: SignalID?
green_signal: SignalID?
blue_signal: SignalID?
rgb_signal: SignalID?
circuit_enabled: boolean? - defaults to false
circuit_condition: CircuitCondition?
connect_to_logistic_network: boolean? - defaults to false
logistic_condition: CircuitCondition?
The last 4 are used on a bunch of *BlueprintControlBehavior variants, so it could make sense to make it similar to the Lua*ControlBehavior variants by having a GenericOnOffBlueprintControlBehavior that the corresponding other *BlueprintControlBehavior types then extend from.
Which would effectively remove or rather rename PowerSwitchBlueprintControlBehavior.
- BlueprintEntity rail-signal & rail-chain-signal variants are missing a rail_layer property which should be string? or some union with a "elevated" variant and potentially another variant but I'm unsure what value that second variant would be.
- BlueprintEntity lamp variant is missing a control_behavior property with a bunch of members inside (the ones I am aware of listed below).
- BlueprintMiningDrillFilter::filters is documeted as SlotFilter? but should be array[SlotFilter]?
- SpacePlatformHubBlueprintControlBehavior is missing 2 properties:
LampBlueprintControlBehavior:
use_colors: boolean? - defaults to ??
color_mode: defines.control_behavior.lamp.color_mode? - defaults to color_mapping
red_signal: SignalID?
green_signal: SignalID?
blue_signal: SignalID?
rgb_signal: SignalID?
circuit_enabled: boolean? - defaults to false
circuit_condition: CircuitCondition?
connect_to_logistic_network: boolean? - defaults to false
logistic_condition: CircuitCondition?
The last 4 are used on a bunch of *BlueprintControlBehavior variants, so it could make sense to make it similar to the Lua*ControlBehavior variants by having a GenericOnOffBlueprintControlBehavior that the corresponding other *BlueprintControlBehavior types then extend from.
Which would effectively remove or rather rename PowerSwitchBlueprintControlBehavior.