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Blueprint string error with modded circuit network values
Posted: Wed Sep 17, 2025 4:07 am
by Arcus
Steps to replicate:
1. Place down a recycler or assembling machine. Configure it with any circuit signal from a mod. Disconnect the entity from the circuit network (optional).
2. Blueprint the entity and export to string.
3. Reload the game without the modded signal (base game + space age only)
4. Importing the blueprint string fails due to the remembered circuit network settings.
This appears to be specific to the bp string converter as the game is able to handle the conversion of bps fine when switching between mod lists.
Re: Blueprint string error with modded circuit network values
Posted: Wed Sep 17, 2025 7:42 am
by boskid
Well, that is a limitation of blueprint strings since they only contain minimal amount of data to recreate blueprint and it fails to load when mods are different. This falls into the same problem as
87383 but that was a base game migration where we were able to make game itself able to resolve migration while in your case you are intentionally creating a blueprint string with data that game does not recognize as valid when mods are changed.
I am not seeing any value in making blueprint string import to behave "better" because there is not much better behavior there available to begin with - best case scenario would be that unrecognized signals are simply ignored but that would leave you with blueprint that simply refuses to work and you would not be notified that it failed to import properly. Blueprints that are stored in a blueprint library are at least partially migrated when json migrations are provided, but when mods are changed you are still left with a blueprint that is partially not working and being left in a "backup mode" where it tries to not touch any data until correct mods are reenabled. There is also a problem of what happens when blueprint string contains not only signals that are not available, but also entities that are not available. Blueprint string does not store information if entity was an assembler, furnace or a container and as such if you would have modded entities, the blueprint will also fail to load. Because of all of that, i am not considering blueprint import from string failing to work in your use case to be incorrect and as such i will classify this as a Not a bug.