When importing multiple blueprints that each define a logistic group with the same name but different circuit signals, Factorio silently merges them into one group.
Here are two blueprints, each containing only one constant combinator.
In this blueprint, the constant combinator has a logistic group named [item=wooden-chest], and the signal inside the group is [item=wooden-chest] ×10.
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In this blueprint, the constant combinator has a logistic group named [item=wooden-chest], and the signal inside the group is [item=steel-chest] ×10.
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If you paste the first blueprint and then paste the second one, the steel chest in the second blueprint will be replaced by the wooden chest from the first blueprint.
If you want to test it by pasting the second blueprint first and then the first one, you'll need to reload the save or delete the logistic group beforehand.
Expected behavior :
1. Trigger a warning and
2. Automatically rename one of them to avoid conflict, This way, the player can still place the blueprint and manually resolve the conflict later.
[2.0.55]Logistic groups with same name but different signals in separate blueprints are merged without warning
[2.0.55]Logistic groups with same name but different signals in separate blueprints are merged without warning
Last edited by hi_fym on Thu Jun 26, 2025 3:16 pm, edited 1 time in total.
Re: [2.0.55]Logistic groups with same name but different signals in separate blueprints are merged without warning
Thanks for the report however this is working correctly. Group values are overridden by the active group values when an entity is created. If another blueprint comes along with the same name, and the group already exists - it will use the signals from the game and ignore the ones on the entity. That's the entire point of groups.
If you don't want that behavior: don't put the entity requests in a logistic group.
If you don't want that behavior: don't put the entity requests in a logistic group.
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