[2.0.42] Manual placement preview shows wires that will not actually be applied when building

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Twisted_Code
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[2.0.42] Manual placement preview shows wires that will not actually be applied when building

Post by Twisted_Code »

Description
This is something of a follow-up on my previous (not-a-bug) bug report. In the process of trying to get those wires connected, I noticed there is still some avoidable weirdness in how wires are displayed. Specifically, if you have placed a blueprint which has disconnected power poles *which are still close enough to connect normally*, if you go to manually build one of the disconnected ghosts, the manual build preview will show wires even though they will not materialize if you build.
Expected result
Build previews such as the manual build preview you get when holding a buildable entity on your cursor over a surface where it can be built, should only show wires that will actually be created if you decide to build. Ideally, the logic should be corrected preemptively (perhaps by reading "this preview is over a ghost, so I'll use the ghost's connections") to minimize the performance impact of the check, but as only one manual build preview normally exists at a time, it shouldn't be a major issue unless you create power poles with stupidly long wire reach and a lot of things for them to connect to.
Actual result
The wire in the preview never materializes
Repro
  1. Build a blueprint that has disconnected-but-close-enough medium-electric-poles (other sizes should work but medium is what I encountered the issue with)
  2. Begin to build one of the ghosts manually, noting the wire connections on the preview
  3. finish building, noting the wire connections NOT in the result
attachments
Screenshots, before, build preview, and after building:
Before
Before
20250325142334_1.jpg (2.07 MiB) Viewed 259 times
Preview
Preview
20250325142341_1.jpg (1.97 MiB) Viewed 259 times
After
After
20250325142350_1.jpg (2.01 MiB) Viewed 259 times
save file where I first noticed the issue:
SA2.0.8[item=locomotive]-S0-Implementing[item=passive-provider-chest]...And encountering build preview bugs.zip
FWIW this is basically the same save file as in my previous issue, just about 20 minutes more playtime
(6.19 MiB) Downloaded 18 times
Log:
factorio-current.log
:wood:
(7.67 KiB) Downloaded 17 times
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boskid
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Re: [2.0.42] Manual placement preview shows wires that will not actually be applied when building

Post by boskid »

Hm... This is quite annoying and minor at the same time issue. Root of the issue is that when you hover electric pole over ghost, cursor renderer draws wires as if you would be placing a new electric pole (in which case the wires would be added) however when building since there is a ghost already, build is performed as entity reviving instead.

I am going to classify this as minor issue. Trying to fix this reliably would be effectively trying to predict what will happen when build is performed so the cursor preview would be adjusted. Alternative fix that would be easier to implement in a reliable way would be in this case to remove ghost and place the pole as a new entity so the wires are created, but that solution would be completly against what everyone is used to (manually building blueprints would be completly ruined because settings of entities from blueprints would be ignored).
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Re: [2.0.42] Manual placement preview shows wires that will not actually be applied when building

Post by Twisted_Code »

I am of the belief that, in general, user interfaces should do their absolute best not to mislead the user. What would be the performance impact of the "try to predict" option? Wouldn't it be relatively simple, i.e. check if there's a ghost already under the cursor and preview its revival if so? I feel like that would handle most cases, and cannot think of any specific case where that would NOT handle it.
How to report bugs effectively (archived version)because everyone should know this.
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