[2.1.14] Parameterised space platform blueprints don't change interrupt targets and create duplicate interrupt names

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Franhell
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[2.1.14] Parameterised space platform blueprints don't change interrupt targets and create duplicate interrupt names

Post by Franhell »

What did you do?
I use interrupts on my space platform that are named -> [Planet], contain a circuit condition for that planet's signal, and have that planet as the target. When creating a blueprint for this space platform I then parameterised the planet signal so that I can change which planet the platform calls home, and which planets it's willing to travel to as I don't want all my ships traveling to Aquilo.
Picture of intended interrupt
Picture of intended interrupt
08-08-2026, 09-18-49.png (61.22 KiB) Viewed 1055 times
What happened?
When I put down the blueprint with different planets from the original this happens
  • The planet in the interrupt name does change
  • The planet in the condition signal does change
  • The planet in the targets does not change
Because these interrupts already exist on other ships, the new ship's interrupts have changed to have the same name as the old ones but they have different targets. To fix this I had to manually copy over the correct interrupts from another platform.

What did you expect to happen instead? It might be obvious to you, but do it anyway!
My expectation was that the target would also change. Since the name and signal changed I only noticed when my space platforms were parking themselves at the incorrect planets, I had to open the interrupt to see that the target didn't change. I feel this is not obvious functionality, especially since the interrupt name it changed to exists on other platforms with the correct targets.

Does it happen always, once, or sometimes?
This happens whenever the planet I pick does not match the original planet that was parameterised. Here's a minimum blueprint to show the issue.



The original planet selected was Nauvis, so if you place this blueprint with any other planet and then check the interrupts you'll see the target hasn't changed.

To see that duplicate interrupts are created from this
  1. Create a platform with an interrupt named [Planet] and give it unique conditions and targets
  2. Place a second platform using my blueprint, select the planet you used in the title of the first platform
  3. See that the second platform has an interrupt named the same as the first platform but with different conditions and targets


Suggested solutions
  • Don't change anything to do with interrupts from blueprint parameterisation
  • If a planet is parameterised, include the interrupt targets in the things changed
  • If the interrupt name changes due to a parameter, match interrupt to existing interrupts, give a warning if no match found
  • Limit parameters seen in targets to only planets, similar to machine recipes parameters, then change the target on placement
Alfonse215
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Re: [2.1.14] Parameterised space platform blueprints don't change interrupt targets and create duplicate interrupt names

Post by Alfonse215 »

Because these interrupts already exist on other ships
When you say that the interrupts already exist, do you mean that an interrupt with the same name as the post-parameterized interrupt already exists? That is, in your example, your blueprint has this as the name of the interrupt:

Code: Select all

-> <param0>


And when you paste it, you provide the Nauvis signal parameter, so the interrupt becomes:

Code: Select all

-> <Nauvis>
And somewhere in your game, there is an already existing interrupt with that name.

Is that the situation?

I'm asking this because, when you paste a blueprint that has interrupts in it, if that interrupt also already exists (defined by having the exact same name as the what's in the blueprint), the data inside the blueprint will not update the interrupt. Instead, the game assumes that the interrupt as it currently exists is correct (otherwise you might accidentally break a bunch of things), so the interrupt is kept as it is.

This is also true of logistic groups; placing a blueprint with a combinator or chest or whatever that defines a group that exists in the game will not update the group to match the blueprint.
Franhell
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Re: [2.1.14] Parameterised space platform blueprints don't change interrupt targets and create duplicate interrupt names

Post by Franhell »

Yes I already have an interrupts named with all the planets and their targets are those planets. The new interrupt created can have a different target, if you try my blueprint but use Gleba you'll see the name no longer matches the destination.

I'd be fine with the parameters not changing the interrupts but currently it updates them inconsistently. The parameters change the interrupt names and trigger conditions but not the targets which means I can't parameterise the planets without interrupts for those planets messing up.
Rseding91
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Re: [2.1.14] Parameterised space platform blueprints don't change interrupt targets and create duplicate interrupt names

Post by Rseding91 »

Thanks for the report however as far as I can tell this is working as intended. Existing interrupts in-game and existing logistic groups in-game are not changeable using parameters.
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