Groups don't appear when re-welding a blueprint on the same grid

Johny Daison shared this bug 10 months ago
Solved

Make a simple grid with functional blocks, put them in Groups, add some armor blocks sticking out to be grinded when print finishes. Make a blueprint of it, then create a printer for it. (I had a large grid with welders and rotor-based conversion to small grid, with projector on the small grid, but size shouldn't matter.) The first time the printer welds the blueprint, the Groups appear as they should. Then grind of the connection between the projector and the blueprint and have it print it again. The Groups do not appear this time. If you use merge blocks to disconnect the welded blueprint, same problem happens.

Comments (9)

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1

Hello,


Could you please provide us with more information regarding the issue you reported? To report a bug into


our system it is necessary to have reliable steps to reproduce in order for programmers to fix it.

What exactly do you mean by creating a printer for the blueprint?

How did you grind the connection between the projector and the blueprint?

Any additional information would be greatly appreciated!


Thank you.


Kind Regards

Keen Software House: QA Department

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It is easy to reproduce using SileniusFF's blueprint.

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Hi,

by printer I mean a grid with a power source, projector and welders positioned to weld the projection. I think I tried both large and small grid. I ground the connection using hand-held grinder, but using a ship grinder or a merge block would give the same results.

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This bug is fairly easy to reproduce and has been in game for quite some time.

To make life easier and hopefully speed things up, here is blueprint with instructions:

https://steamcommunity.com/sharedfiles/filedetails/?id=1592686450

In single player creative mode this bug is reproduced 10 out of 10 times.

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Reproduced and reported.

Thank you!


Kind Regards

Keen Software House: QA Department

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It's now in progress for about a month...

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Fixed in version 1.190.1.

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OK, seems like it's fixed. But some existing blueprints still behave weirdly, so you will need to update them or create them anew.