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[0.16.15] drag placing poles

Posted: Mon Jan 08, 2018 7:39 pm
by Nexarius

Re: [0.16.15] drag placing poles

Posted: Mon Jan 08, 2018 8:00 pm
by Loewchen
You are leaving the placement range as indicated by the sound, move closer and it works.

Re: [0.16.15] drag placing poles

Posted: Mon Jan 08, 2018 8:06 pm
by Nexarius
But I didn't move the mouse. If that was the case shouldn't it place no poles at all instead of every second?

Re: [0.16.15] drag placing poles

Posted: Mon Jan 08, 2018 8:54 pm
by Loewchen
Nexarius wrote:But I didn't move the mouse. If that was the case shouldn't it place no poles at all instead of every second?
No, you still are in range for normal placement, what you are not is in range for the "run and place so all consumer on the path are connected" feature.

Re: [0.16.15] drag placing poles

Posted: Mon Jan 08, 2018 9:10 pm
by Nexarius
Okay that might be technically correct but I think it shouldn't work like that.

Re: [0.16.15] drag placing poles

Posted: Mon Jan 08, 2018 9:19 pm
by Wackerstamfer
Try placing the poles in front of it, I think the spacing of the auto placement is different than the spacing between the refineries, hence not working since the refinery is in the way.

edit: Yup!
screenshot

Re: [0.16.15] drag placing poles

Posted: Tue Jan 09, 2018 5:05 pm
by milo christiansen
Shouldn't it place the pole at the nearest empty spot that is still in placement/connection range of the previous pole?

Re: [0.16.15] drag placing poles

Posted: Tue Jan 09, 2018 5:51 pm
by Loewchen
milo christiansen wrote:Shouldn't it place the pole at the nearest empty spot that is still in placement/connection range of the previous pole?
Not exactly, it it will place on the current position unless this position would leave a consumer (or pole) unconnected in which case it will retroactively place on the last viable position, which it can not do in this case because the last viable position is out of placement range. One could argue that it should ignore placement range in this case, so I leave this for a dev to decide.

Re: [0.16.15] drag placing poles

Posted: Tue Jan 09, 2018 8:34 pm
by Rseding91
Thanks for the report. The pole-placement logic used to ignore placing in this situation but it led to more problems such as placing poles super far away from the player.

That being said, this specific situation should still work so I'm not really sure what's the best answer here.

Re: [0.16.15] drag placing poles

Posted: Tue Jan 09, 2018 8:48 pm
by posila
Rseding91 wrote:Thanks for the report. The pole-placement logic used to ignore placing in this situation but it led to more problems such as placing poles super far away from the player.

That being said, this specific situation should still work so I'm not really sure what's the best answer here.
I tested it and it can work, if you position your mouse properly relative to your character (have mouse on 2 o'clock instead of 11ish) ... but that feels inconvenient. How where is distance checking done in this case? Can we double player's reach easily for this particular check?

Re: [0.16.15] drag placing poles

Posted: Mon Jan 15, 2018 10:38 pm
by posila
For 0.16.17 we did what I suggested in previous post, when drag placing electric poles, player's reach will double so that logic that tries to place electric poles so that all entities are powered also works with larger entities.

Thanks for the report.

Re: [0.16.15] drag placing poles

Posted: Tue Jan 16, 2018 5:35 pm
by beiju
The way this used to work, in early versions of 0.15 and before, was that placement of power poles that were “delayed” like this ignored your current reach. That made sense to me, because after all, it will only build it in places you dragged over while they were in reach, so you couldn’t use this to just build wherever. Someone then reported that as a bug and it was changed. I suggest fixing this issue by going back to that behavior, because it will also solve similar issues with large power poles, which are farther than 2*reach distance away from each other.

Re: [0.16.15] drag placing poles

Posted: Tue Jan 16, 2018 6:06 pm
by Jap2.0
beiju wrote:The way this used to work, in early versions of 0.15 and before, was that placement of power poles that were “delayed” like this ignored your current reach. That made sense to me, because after all, it will only build it in places you dragged over while they were in reach, so you couldn’t use this to just build wherever. Someone then reported that as a bug and it was changed. I suggest fixing this issue by going back to that behavior, because it will also solve similar issues with large power poles, which are farther than 2*reach distance away from each other.
Just the last power pole would need to be in 2*reach distance, though.