What happened
Blueprints containing Paradox Mods (workshop) assets load with those assets missing, while vanilla assets in the same file load fine. Pasting the same group directly from the clipboard works, so the problem is specific to blueprint files.
Cause
The game identifies prefabs by type, name and a hash. Vanilla prefabs carry an empty hash; workshop assets carry a hash derived from their Paradox Mods ID. The blueprint format stores only type and name, so the lookup on load misses every workshop asset.
Fix
Store the prefab hash as an additional field (empty for vanilla prefabs, so existing files stay byte-identical) and resolve with the hash first, then without it as a fallback. Existing blueprints keep working; blueprints that contain workshop assets start working without being re-saved.
Planned for 1.1.1.
Reported by a user on Reddit after the 1.1.0 release.
What happened
Blueprints containing Paradox Mods (workshop) assets load with those assets missing, while vanilla assets in the same file load fine. Pasting the same group directly from the clipboard works, so the problem is specific to blueprint files.
Cause
The game identifies prefabs by type, name and a hash. Vanilla prefabs carry an empty hash; workshop assets carry a hash derived from their Paradox Mods ID. The blueprint format stores only type and name, so the lookup on load misses every workshop asset.
Fix
Store the prefab hash as an additional field (empty for vanilla prefabs, so existing files stay byte-identical) and resolve with the hash first, then without it as a fallback. Existing blueprints keep working; blueprints that contain workshop assets start working without being re-saved.
Planned for 1.1.1.
Reported by a user on Reddit after the 1.1.0 release.