[2.0.14] Ghost not appearing after building is destroyed

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Jerrycan78
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[2.0.14] Ghost not appearing after building is destroyed

Post by Jerrycan78 »

The ghost to order the construction robots to rebuild is not appearing after a building is destroyed.

I have researched Construction Robots.

In the attached image you can see Laser turrets that have been destroyed by biters but not replaced by robots due to missing ghost

It is the same for walls, flame turrets and all buildings

Not sure if it makes a difference but I'm not using vanilla robots and the blueprints I'm using were designed before 2.0
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Loewchen
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Re: [2.0.14] Ghost not appearing after building is destroyed

Post by Loewchen »

Do you know when those were destroyed? Those ghosts time out and those remnants persist now.
Jerrycan78
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Re: [2.0.14] Ghost not appearing after building is destroyed

Post by Jerrycan78 »

I can't say specifically when those turrets in the image were destroyed but I can see in real time as biters are destroying buildings that there is no ghost appearing to timeout.
Muche
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Re: [2.0.14] Ghost not appearing after building is destroyed

Post by Muche »

I see this in the TinyStart's code:

Code: Select all

    -- Check if the TinyStart ghost setting is enabled
    if settings.global["TinyStart-ghosts"].value then
        -- Use the new `create_ghost_on_entity_death` setting to enable ghost creation on death
        if force.create_ghost_on_entity_death ~= true then
            force.create_ghost_on_entity_death = true
        end
    else
        -- Disable ghost creation if the setting is turned off
        force.create_ghost_on_entity_death = false
    end
It seems to me that that mod might be disabling ghosts for you.
Jerrycan78
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Re: [2.0.14] Ghost not appearing after building is destroyed

Post by Jerrycan78 »

Thank you very much, Muche

Disabled that mod and instantly fixed.

Many thanks once again kind sir.
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boskid
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Re: [2.0.14] Ghost not appearing after building is destroyed

Post by boskid »

Since it was identified as side effect of a mod, i am going to move this to Not a bug.
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