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Bob's logistics breaks blueprint library with bad SA compatibility #549

@Zaflis

Description

@Zaflis

In short: When you have Space Age save, add Bob's mods, it will convert all green belts into turbo belts (purple). When you then save game and load back in normal Space Age they are all gone.

When you load the SA save with Bob's you get this migration:
Image

Worse, it can save over your entire blueprint library that has any green belts, converting them with purple even if you don't use those blueprints in your modded game. I have evidence that my book containing many platforms all had ? questionmarks over belts, and only by enabling Bob's logistics they became visible again. There is 0 chance that i would have manually overwritten contents of my precious vanilla blueprints with Bob's enabled.

If i understand right, a mod should never replace a vanilla entity with another, edit its properties instead. That way the old saves and blueprints remain useable without the mod too.

This topic was also already 3 years ago, same thing: https://www.reddit.com/r/factorio/comments/14hwsto/help_some_mod_broke_my_complete_blueprint_library/

Edit: I'll add that it is not straightforward or easy to reproduce breaking the blueprint library, and i don't know how that happens or if it's been patched by devs or this mod already. I recently came to realize my library was broken probably months after it actually did.

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