
Fairly simple to reproduce. Place a ghost pole where it would connect to other, real poles. When you remove the ghost, the "connected" poles will each search for new connections despite not practically being connected to the ghost.
You can see on the last step that the bottom poles actually become disconnected from the network of the other poles, the logic here especially with the amount of redundant connections added seems to be somewhat faulty. That being said, I understand if it's not *technically* a bug.Lou wrote: Thu Dec 02, 2021 6:28 pm I feel this is actually working correctly - having (even real) poles connected to each other even via a ghost is singalling "this is supposed to be a network". Therefore, upon removing ghost, its neighbours SHOULD try to recconect in a way to remain in one (before reconnection hypothetical) network.
I believe that's just the poles trying to connect to poles that are maxed out and can't connect to any more poles. So the reconnect attempt fails and they remain split off. The amount of redundant connections made earlier is the problem.lyvgbfh wrote: Sat Dec 04, 2021 12:35 pmYou can see on the last step that the bottom poles actually become disconnected from the network of the other poles, the logic here especially with the amount of redundant connections added seems to be somewhat faulty. That being said, I understand if it's not *technically* a bug.Lou wrote: Thu Dec 02, 2021 6:28 pm I feel this is actually working correctly - having (even real) poles connected to each other even via a ghost is singalling "this is supposed to be a network". Therefore, upon removing ghost, its neighbours SHOULD try to recconect in a way to remain in one (before reconnection hypothetical) network.
Ah, that makes more sense the second time you told me. IMO it's worth addressing as a pretty annoying "papercut", trying to keep a clean grid throughout the game is a pretty frustrating experience.mrvn wrote: Mon Dec 06, 2021 4:40 pm I believe that's just the poles trying to connect to poles that are maxed out and can't connect to any more poles. So the reconnect attempt fails and they remain split off. The amount of redundant connections made earlier is the problem.
To be fair, in a practical setup, you wouldn't have your poles that dense anyway, would you?lyvgbfh wrote: Mon Dec 06, 2021 6:57 pmAh, that makes more sense the second time you told me. IMO it's worth addressing as a pretty annoying "papercut", trying to keep a clean grid throughout the game is a pretty frustrating experience.mrvn wrote: Mon Dec 06, 2021 4:40 pm I believe that's just the poles trying to connect to poles that are maxed out and can't connect to any more poles. So the reconnect attempt fails and they remain split off. The amount of redundant connections made earlier is the problem.
If you limit your "practical setup" to players placing poles, this may be right. Then again, there are mods… In BI, we have so-called Musk floor: tiles that produce electricity while also giving you a speed boost. Technically, this works by placing an invisible power pole on each tile, so poles maxing out their connections was a real problem there.FuryoftheStars wrote: Mon Dec 06, 2021 8:02 pm To be fair, in a practical setup, you wouldn't have your poles that dense anyway, would you?![]()
In that case, though, wouldn’t increasing the max number of connections and/or decreasing their wire reach work for that? (And make sense seems you’re talking about tiles?)Pi-C wrote: Tue Dec 07, 2021 6:47 amIf you limit your "practical setup" to players placing poles, this may be right. Then again, there are mods… In BI, we have so-called Musk floor: tiles that produce electricity while also giving you a speed boost. Technically, this works by placing an invisible power pole on each tile, so poles maxing out their connections was a real problem there.FuryoftheStars wrote: Mon Dec 06, 2021 8:02 pm To be fair, in a practical setup, you wouldn't have your poles that dense anyway, would you?![]()
What I've done is listening to on_built_entity and cutting off excess connections. Both wire reach and supply area of the poles are reduced to 1. Just saying that such densely placed poles may have a use in real games.FuryoftheStars wrote: Tue Dec 07, 2021 1:53 pmIn that case, though, wouldn’t increasing the max number of connections and/or decreasing their wire reach work for that? (And make sense seems you’re talking about tiles?)Pi-C wrote: Tue Dec 07, 2021 6:47 amIf you limit your "practical setup" to players placing poles, this may be right. Then again, there are mods… In BI, we have so-called Musk floor: tiles that produce electricity while also giving you a speed boost. Technically, this works by placing an invisible power pole on each tile, so poles maxing out their connections was a real problem there.FuryoftheStars wrote: Mon Dec 06, 2021 8:02 pm To be fair, in a practical setup, you wouldn't have your poles that dense anyway, would you?![]()
Yes, but that's modded and modding the wire reach (and/or coverage area) while you're at it for your new power pole entities solves that. Under vanilla, or even modded where the default/longer wire reach is needed, I'm just not seeing the "need" to spend the time (potentially making the connection code more complex) to fix this.Pi-C wrote: Tue Dec 07, 2021 2:28 pmJust saying that such densely placed poles may have a use in real games.![]()
Even in vanilla, substation and large pole reach, or upgrade-plannering poles up a step both lead to cable spaghetti.FuryoftheStars wrote: Tue Dec 07, 2021 2:55 pm Under vanilla, or even modded where the default/longer wire reach is needed, I'm just not seeing the "need" to spend the time (potentially making the connection code more complex) to fix this.
First, consider that in the given example player manually added 5 ghost poles into a setup of 16 existing poles in 7x7 space ... the amount of connectionsmrvn wrote: Fri Dec 03, 2021 1:20 am One thing I would say is a bug, or more a bad feature, is the amount of connections added. Connections per pole are limited and, especially with long distance power poles, a precious resource. Poles should not gain a wire if they are already in the same electrical network. Ideally they would choose the shortest connection to add.
While (as mentioned earlier) the reason for the split is the amount of connections, I consider that amount to be natural for (as i mentioned earlierlyvgbfh wrote: Sat Dec 04, 2021 12:35 pmYou can see on the last step that the bottom poles actually become disconnected from the network of the other poles, the logic here especially with the amount of redundant connections added seems to be somewhat faulty. That being said, I understand if it's not *technically* a bug.Lou wrote: Thu Dec 02, 2021 6:28 pm I feel this is actually working correctly - having (even real) poles connected to each other even via a ghost is singalling "this is supposed to be a network". Therefore, upon removing ghost, its neighbours SHOULD try to recconect in a way to remain in one (before reconnection hypothetical) network.
Well, with upgrading poles some spaghetti should be expected in some cases (you are making grid effectively denser). Could you show some cases where you would consider keeping clean grid is unreasonably frustrating?lyvgbfh wrote: Wed Dec 08, 2021 7:16 amEven in vanilla, substation and large pole reach, or upgrade-plannering poles up a step both lead to cable spaghetti.FuryoftheStars wrote: Tue Dec 07, 2021 2:55 pm Under vanilla, or even modded where the default/longer wire reach is needed, I'm just not seeing the "need" to spend the time (potentially making the connection code more complex) to fix this.
Except again, substation and large pole you'd be placing further apart. Even upgrading small to large, they shouldn't be as dense as in your original pic. In your original pic, you could remove the entire inner circle of 8 poles and still have full power coverage. (Well, ok, the 1 center most tile might become unpowered, but a single pole or a shift of any of the outer poles 1 tile closer would solve that. There's no need for all 8 in the inner circle. They are redundant.)lyvgbfh wrote: Wed Dec 08, 2021 7:16 amEven in vanilla, substation and large pole reach, or upgrade-plannering poles up a step both lead to cable spaghetti.FuryoftheStars wrote: Tue Dec 07, 2021 2:55 pm Under vanilla, or even modded where the default/longer wire reach is needed, I'm just not seeing the "need" to spend the time (potentially making the connection code more complex) to fix this.
A grid is wasteful on the number of connections, near 50% of the connections are unnecessary in a simple grid. More with diagonals.Lou wrote: Wed Dec 08, 2021 11:29 am In the example, adding 4th connection to the central pole seems consistent with a "clean grid", while the diagonal wires smell like spaghetti
I agree grid has redundant connections, but that is why it is called "grid" and not "snake" or "tree"mrvn wrote: Wed Dec 08, 2021 2:31 pmA grid is wasteful on the number of connections, near 50% of the connections are unnecessary in a simple grid. More with diagonals.Lou wrote: Wed Dec 08, 2021 11:29 am In the example, adding 4th connection to the central pole seems consistent with a "clean grid", while the diagonal wires smell like spaghetti
The question is: Do you need the redundancy? New wires form when you deconstruct a pole. Should new wires form when one gets destroyed? If the later then there really would be no reason to have redundant connections.
I often enough run into problems with long distance power poles with train stations + circuit control. All 5 connections get easily used up by surrounding power poles when extra poles are needed to carry red/green wires and not just to give power coverage.
I tend to agree on this point. The additional diagonal connections are the issue I run into most often with an "organic" (i.e. placed as needed) grid. Often times (and I'm only speaking for myself here), in trying to keep connections in straight lines/grid it becomes a frustrating game of cable cleanup. The logic, in my mind, that would make sense would be "connect at 90° angles, and fall back to diagonal angles if there are non-connected networks in range".Lou wrote: Wed Dec 08, 2021 11:29 am In the example, adding 4th connection to the central pole seems consistent with a "clean grid", while the diagonal wires smell like spaghetti