[2.0.12] Stale space platform ghosts visible in map view (deconstructed/deconstructing/still/update) (MR)

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Matrix_V
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[2.0.12] Stale space platform ghosts visible in map view (deconstructed/deconstructing/still/update) (MR)

Post by Matrix_V »

In the attached save file, look at the space platform Defiance. On the main view while zoomed out, and on the map in the top right corner while zoomed in, there are two areas of construction ghosts that remain visible: a large pinkish/purplish rectangular region left of the platform hub, and a smaller, irregular grey region to the right of the hub. Both have been present for at least several hours.

Blueprinting from the platform out to these stale ghosts will correctly update the map. Destructing this new construction will then leave it as a stale ghost on the map.
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Rseding91
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Re: [2.0.12] Stale ghosts visible in map view

Post by Rseding91 »

Thanks for the report. This was deemed an acceptable compromise to allow building ghosts in fog-of-war area. When built, they will update the chart, but when removed, they do not - unless you have radar coverage in the area. For space platforms you have to physically build the platform to that area for the auto-radar-coverage to account for it.
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IsaacOscar
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Re: [2.0.12] Stale ghosts visible in map view

Post by IsaacOscar »

If anyone else comes here looking for a solution, if the platform is open in remote view, you can just run this command:

Code: Select all

/c game.player.force.rechart(game.player.surface)
I'm curious though if there's a way to increase the "radar" range of platforms so this doesn't keep happening? (Why do platforms even have a "fog of war"?)
Rseding91
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Re: [2.0.12] Stale ghosts visible in map view

Post by Rseding91 »

IsaacOscar wrote: Tue Nov 19, 2024 1:59 pm Why do platforms even have a "fog of war"?
All surfaces have "fog of war" because to not have it means constant re-scanning of chunks to update the map images which has a measurable performance overhead.
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