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[kovarex] [1.1.0] Game detects required power pole too late
Posted: Tue Nov 24, 2020 1:23 am
by AntiElitz
When dragging power poles, sometimes the game detects required power poles too late.
See Video:
https://youtu.be/FGbj24elYNA
the inserter that needs power is already out of range when hovering over the position shown in the picture below and therefore should be already placed at that time, so it doesn't fall out of range.
This would also make the dragging feel more responsive than it is now. This may seem like an edge case, but I have problems with PP placement in Speedruns quite often and this is one of the main issues actually.
Re: [1.1.0] Game detects required power pole too late
Posted: Tue Nov 24, 2020 1:33 am
by Loewchen
Ref.:
56374
Maybe even double of the placement range is not enough for this case.
Re: [1.1.0] Game detects required power pole too late
Posted: Tue Nov 24, 2020 1:41 am
by AntiElitz
TBF the underlying issue why this is so annoying is shown in this (other) video:
https://youtu.be/sifIo0s8BNk
In the bottom case you drag the power pole and q at the end and the power poles are placed as expected
In the top case however it's basically the same situation, so i always expect the PP to place the same way as in the bottom case. But because the following tiles are obstructed, the pole gets not placed and i end up q-ing the item away even though it's not placed.
Whatever the range would be increased to, it wouldn't help with this unnatural feeling issue :/ . This is specifically the case when you drag the courser "out of range" and the missing PP does still not get detected. Any Logic that would place the power poles early, like when the power mouse with the pole range moves out of range (as shown in the picture of post 1) would be appreciated.
Re: [kovarex] [1.1.0] Game detects required power pole too late
Posted: Wed Dec 16, 2020 2:58 pm
by kovarex
I tried to reproduce it in the current 1.1.6, and it seems to be fixed already.
Re: [kovarex] [1.1.0] Game detects required power pole too late
Posted: Wed Dec 16, 2020 5:13 pm
by AntiElitz
kovarex wrote: Wed Dec 16, 2020 2:58 pm
I tried to reproduce it in the current 1.1.6, and it seems to be fixed already.
I just did test the exact same setup in 1.1.6 and it's exactly the same issue still. Also it's 100% reproduce-able for me. Maybe you tested a different setup?