[wheybags] [0.16.20] map electric grid not connected
[wheybags] [0.16.20] map electric grid not connected
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- bug.zip
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Re: [0.16.20] map electric grid not connected
Thanks for the report however I'm not seeing any bug.
Someone simply disconnected the electric poles. You can re-connect them if you want them connected.
Someone simply disconnected the electric poles. You can re-connect them if you want them connected.
If you want to get ahold of me I'm almost always on Discord.
Re: [0.16.20] map electric grid not connected
But it is connected. All the assemblers have power and are working ...
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Re: [0.16.20] map electric grid not connected
He's saying that the lower left pole isn't rendered on map view. Can't reproduce in SP, works fine here.
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Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Re: [0.16.20] map electric grid not connected
I can't reproduce either, and I even tried hosting a server and joining it.
Re: [0.16.20] map electric grid not connected
So probably, the scenario script you are using set the electric pole to the admin force or something, which would cause it not to show on you minimap
When I load the save it is fine, so I can't be sure
If it happens again, make another post on this topic
When I load the save it is fine, so I can't be sure
If it happens again, make another post on this topic
Re: [0.16.20] map electric grid not connected
- Attachments
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- bug2.zip
- (23.84 MiB) Downloaded 165 times
Re: [wheybags] [0.16.20] map electric grid not connected
Ok, I can reproduce from that save.
Re: [wheybags] [0.16.20] map electric grid not connected
Ok, so Klonan was right but there is still a bug.
The power poles on your warp points are created with the force "neutral", and the rest are force "player", so the connection from the neutral to player poles should be omitted.
However, instead, it was omitting a random connection in the network instead, which is now fixed for the next release.
Thanks for the report.
The power poles on your warp points are created with the force "neutral", and the rest are force "player", so the connection from the neutral to player poles should be omitted.
However, instead, it was omitting a random connection in the network instead, which is now fixed for the next release.
Thanks for the report.