[2.0.72] Wires that are too long silently fail on BP import.

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igorigorigor
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[2.0.72] Wires that are too long silently fail on BP import.

Post by igorigorigor »

1. What did you do?
- Setup elements as specified in the blueprint string below.
- Imported the string into the game.
- Game reports "Blueprint imported successfully."
2. What happened?
- Configuration is imported with a missing connection.
3. What did you expect to happen instead?
- An error is produced, or a warning is generated.
4. Does it happen always?
- Yes.

The following blueprint has a wire that is too long and should result in an error (or warning that it was deleted) when imported as a blueprint.

Code: Select all

{ "blueprint": { "icons": [ { "signal": { "name": "arithmetic-combinator" }, "index": 1 } ], "entities": [ { "entity_number": 1, "name": "arithmetic-combinator", "position": { "x": 62, "y": 18.5 }, "direction": 4, "control_behavior": { "arithmetic_conditions": { "second_constant": 0, "operation": "*" } } }, { "entity_number": 2, "name": "arithmetic-combinator", "position": { "x": 150, "y": 18.5 }, "direction": 4, "control_behavior": { "arithmetic_conditions": { "second_constant": 0, "operation": "*" } } } ], "wires": [ [ 1, 3, 2, 1 ] ], "item": "blueprint", "version": 562949958139904 } }
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atomizer
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Re: [2.0.72] Wires that are too long silently fail on BP import.

Post by atomizer »

As far as I know, only failures during the round-trip "game -> string -> game" are considered as bugs. If you made a bad string outside of the game, that's on you.

Also, consider that modded blueprints fail silently, with varying degrees of failure. Since the game has no information on the provenance of the string, it makes the best effort; I don't think every change made during parsing/conditioning needs to be reported.
igorigorigor
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Re: [2.0.72] Wires that are too long silently fail on BP import.

Post by igorigorigor »

Loewchen wrote: Sat Dec 27, 2025 9:54 pm Based on 109422 not a bug.
Thanks for the reference. This is a bit different as I'm not expecting a different blueprint string format, just additional logging. Everything here is vanilla. A simple "blueprint imported with warnings" message would suffice.

Maybe this post should be under feature requests rather than bugs if you consider this behaviour as expected.

Is that right?
Kyralessa
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Re: [2.0.72] Wires that are too long silently fail on BP import.

Post by Kyralessa »

igorigorigor wrote: Sat Dec 27, 2025 10:12 pm Everything here is vanilla.
Modifying a blueprint string outside the game isn't vanilla.
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