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[kovarex] [1.1.0] Underground replacement with blueprints acting strangely
Posted: Tue Nov 24, 2020 1:48 am
by UraniumAnchor
To reproduce:
- Place an underground belt. Just one is enough.
- Make a blueprint with a different rank of underground belt.
- Line up the blueprint with the existing underground and try to place it.
Expected:
- Not sure. Old behavior was to do nothing, but with the new fast replace it should probably do that?
Actual:
- Construction bot will hover over the old belt trying to place the new one indefinitely. If the old belts are ripped up new ghosts will be underneath, suggesting that old belts were supposed to be marked for deconstruction.
I was unable to reproduce this with either splitters or regular belts, it only seems to happen with undergrounds.
Re: [1.1.0] Underground replacement with blueprints acting strangely
Posted: Tue Nov 24, 2020 6:44 am
by SalamanderCmndr
You can also put underground belt ghosts over other underground belt ghosts (mixing the colors weirdly enough)
Re: [1.1.0] Underground replacement with blueprints acting strangely
Posted: Tue Nov 24, 2020 6:55 am
by AceofShovels
I've been encountering an issues that is likely related. Trying to place lower tier undergrounds on a ghost i.e. putting a yellow underground on a red or blue underground ghost in the correct orientation is crashing my game. Haven't been able to try putting a higher tier underground on a lower tier ghost yet.
Re: [1.1.0] Underground replacement with blueprints acting strangely
Posted: Tue Nov 24, 2020 2:27 pm
by Jap2.0
AceofShovels wrote: ↑Tue Nov 24, 2020 6:55 am
I've been encountering an issues that is likely related. Trying to place lower tier undergrounds on a ghost i.e. putting a yellow underground on a red or blue underground ghost in the correct orientation is crashing my game. Haven't been able to try putting a higher tier underground on a lower tier ghost yet.
91672
Re: [1.1.0] Underground replacement with blueprints acting strangely
Posted: Tue Nov 24, 2020 4:30 pm
by Whassup
Placing different underground belt to ghost crashes the game (as in 91672).
Also, I now realized the bug report screen, informing you about the Crash, doesn't appear on top of Factorio. So game is unresponsive until you click the pop up, which is hidden under the Factorio.
Re: [kovarex] [1.1.0] Underground replacement with blueprints acting strangely
Posted: Tue Nov 24, 2020 10:18 pm
by kovarex
Thanks for the report, it is fixed for the 1.1.1 release.
The general rule is, that blueprint building is not doing any of the fast replace logic, so it will just render such an antity as collider as in different similar cases.
Re: [kovarex] [1.1.0] Underground replacement with blueprints acting strangely
Posted: Sat Nov 28, 2020 10:04 pm
by Kronk
kovarex wrote: ↑Tue Nov 24, 2020 10:18 pm
Thanks for the report, it is fixed for the 1.1.1 release.
The general rule is, that blueprint building is not doing any of the fast replace logic, so it will just render such an antity as collider as in different similar cases.
Does that mean that it is supposed to be fixed now. It still happens to me in version 1.1.2
Re: [kovarex] [1.1.0] Underground replacement with blueprints acting strangely
Posted: Mon Nov 30, 2020 8:29 am
by fCuber
This just happened to me as well in 1.1.2.
Re: [kovarex] [1.1.0] Underground replacement with blueprints acting strangely
Posted: Mon Nov 30, 2020 8:35 am
by boskid
fCuber wrote: ↑Mon Nov 30, 2020 8:29 am
This just happened to me as well in 1.1.2.
Details how that happened? There was another batch of issues with undergrounds fixed for 1.1.3 and i do not want to move already resolved topics back to bug reports if they would be already fixed for next release.
Re: [kovarex] [1.1.0] Underground replacement with blueprints acting strangely
Posted: Mon Nov 30, 2020 9:07 am
by fCuber
boskid wrote: ↑Mon Nov 30, 2020 8:35 am
fCuber wrote: ↑Mon Nov 30, 2020 8:29 am
This just happened to me as well in 1.1.2.
Details how that happened? There was another batch of issues with undergrounds fixed for 1.1.3 and i do not want to move already resolved topics back to bug reports if they would be already fixed for next release.
I don't know exactly what happened. But I loaded a 1.0.0 save file and played on it for like 3 h yesterday then saved it on version 1.1.2. But when I tried to load it today I got the "transport line groups are not consistent" error and all the autosaves also gives the same error. I know for a fact that I messed with upgrading and downgrading underground belts. My base also uses belt weaving, maybe a misplaced blueprint caused it?
Log:
1682.614 Loading map C:\Users\filip\AppData\Roaming\Factorio\saves\XXXXX.zip: 11965904 bytes.
1682.671 Loading level.dat: 35567092 bytes.
1682.674 Info Scenario.cpp:196: Map version 1.1.2-1
1683.518 Warning Map.cpp
Map loading failed: transport line groups are not consistent
1683.818 Error AppManagerStates.cpp
transport line groups are not consistent
Re: [kovarex] [1.1.0] Underground replacement with blueprints acting strangely
Posted: Tue Dec 01, 2020 3:22 pm
by kovarex
The latest version migrations should handle this properly.
Re: [kovarex] [1.1.0] Underground replacement with blueprints acting strangely
Posted: Wed Dec 02, 2020 2:39 pm
by fCuber
kovarex wrote: ↑Tue Dec 01, 2020 3:22 pm
The latest version migrations should handle this properly.
1.1.3 Fixed the Issue I had! Thank you!
Re: [kovarex] [1.1.0] Underground replacement with blueprints acting strangely
Posted: Sat Dec 05, 2020 8:33 pm
by pedrodardengo
kovarex wrote: ↑Tue Dec 01, 2020 3:22 pm
The latest version migrations should handle this properly.
I'm using "1.1.x - Latest 1.1 Experimental" on Steam and this error happened first to me yesterday and still happens. Can't use my save or autosaves. Though the error turned from simply showing a "Transport line groups are inconsistent" message to a crash and suggestion to send log file.
A better description of what happened: I was playing a 1.1.x game with few mods, using many belts when the game suddenly started to slowdown the time to copy sections of the factory, since I was planning my factory with a "editor extensions mod", that was an issue. So I decided to save and load the file in order to see if the problem would solve. For my surprise, the save wouldn't load, and a message "Transport line groups are inconsistent" would appear. After probably an update that I didn't notice (I'm not sure) the save would still not load, but now the game would crash and suggest to send a log file. Sorry, but I don't have more info.
Here is the log file and save file.
Re: [kovarex] [1.1.0] Underground replacement with blueprints acting strangely
Posted: Fri Dec 11, 2020 9:28 pm
by RabbitWizard
I got "transport line groups are not consistent" on Version 1.1.5 build 57246 win64
I used the Upgrade Tool to Update some belts from yellow to red, accidentally upgrading a underground belt twice, giving me a blue ghost. I just put a red one over it. No crash. I noticed that the underground belt didn't output materials, so I deleted and replaced it. It worked fine afterwards. Until I tried to load my game, then I got the error. Or rather my last 4 saves. The next one that works is from 4 hours earlier
Re: [kovarex] [1.1.0] Underground replacement with blueprints acting strangely
Posted: Wed Dec 16, 2020 12:03 pm
by kovarex
There were some additional problems fixed for 1.1.6, so it should be fine now, I tried to load your save and it worked.