[2.0.69] Module Upgrade planner does not respect "not-upgradable" Flag
Posted: Tue Oct 21, 2025 10:03 pm
My mod makes invisible beacons with the "not-upgradable" and "not-selectable-in-game" entity flags. However, an upgrade planner can still select it and add modules to it. This video was sent to me in a bug report: https://streamable.com/6asdpd
To reproduce, make an entity with the "not-upgradable" entity flag, and make an upgrade planner that changes nothing to Prod3 modules. Robots will be able to add prod3 modules to fill the entity.
Note that if you use an upgrade planner that changes empty module slot to prod3 module, then the selection will display an invalid number of modules (as though the module inventory would be filled), but no request is made. In this scenario, it has UI jank, but the right behavior.
I found a workaround by changing the beacon's force, but I'm still reporting this bug for awareness.
To reproduce, make an entity with the "not-upgradable" entity flag, and make an upgrade planner that changes nothing to Prod3 modules. Robots will be able to add prod3 modules to fill the entity.
Note that if you use an upgrade planner that changes empty module slot to prod3 module, then the selection will display an invalid number of modules (as though the module inventory would be filled), but no request is made. In this scenario, it has UI jank, but the right behavior.
I found a workaround by changing the beacon's force, but I'm still reporting this bug for awareness.