[2.0.8] - Entity ghosts not removing correctly in map/remote view

Bugs that are actually features.
Ceisc
Burner Inserter
Burner Inserter
Posts: 6
Joined: Tue Jul 26, 2022 6:19 pm
Contact:

[2.0.8] - Entity ghosts not removing correctly in map/remote view

Post by Ceisc »

Running version 2.0.8 (build 79416, linux64) base game (no Space Age, etc.).

When I go to remove a misplaced entity from the Remote View/Map using right-click it mines the item with full time delay rather than just removing the ghost.
Genhis
Factorio Staff
Factorio Staff
Posts: 694
Joined: Wed Dec 24, 2014 8:19 am
Contact:

Re: [2.0.8] - Entity ghosts not removing correctly in map/remote view

Post by Genhis »

Thanks for the report, this works as intended. We added a short delay before mining the first ghost to prevent accidental removals.
Ceisc
Burner Inserter
Burner Inserter
Posts: 6
Joined: Tue Jul 26, 2022 6:19 pm
Contact:

Re: [2.0.8] - Entity ghosts not removing correctly in map/remote view

Post by Ceisc »

It also prevents intentional removals and is completely different behaviour to a) non-map view mode (where you can also presumably accidentally remove ghosts) and b) how the game always used to function.

Is there an option to disable this infuriating and inconsistent behaviour?
Genhis
Factorio Staff
Factorio Staff
Posts: 694
Joined: Wed Dec 24, 2014 8:19 am
Contact:

Re: [2.0.8] - Entity ghosts not removing correctly in map/remote view

Post by Genhis »

Sorry, not at the moment, you can post a suggestion. By the way, only the first mined ghost is affected by the delay. If you keep holding the key, other ghosts will be mined instantly.
Ceisc
Burner Inserter
Burner Inserter
Posts: 6
Joined: Tue Jul 26, 2022 6:19 pm
Contact:

Re: [2.0.8] - Entity ghosts not removing correctly in map/remote view

Post by Ceisc »

My usual reason for trying to remove the ghost is because I have just misplaced a single entity (dragged a belt one tile too far, mis-clicked placing an inserter, etc.) so the fact that subsequent removals are instant isn't really of any benefit. If I'm intentionally removing multiple items I'm much more likely to just use a decon planner.

If I'm doing work near where bots are active the delay means there is more chance they will place something I never wanted which could result in significantly more work to fix.

I am totally at a loss as to why this was changed in the first place and why it has been done so in a way that is inconsistent with non-remote view.
th0
Inserter
Inserter
Posts: 44
Joined: Sat Mar 16, 2019 12:04 pm
Contact:

Re: [2.0.8] - Entity ghosts not removing correctly in map/remote view

Post by th0 »

I second that this is absurdly weird behavior, it is inconsistent and annoying. I really don't see how this is "not a bug".
StrangePan
Factorio Staff
Factorio Staff
Posts: 136
Joined: Fri Dec 07, 2018 3:41 pm
Contact:

Re: [2.0.8] - Entity ghosts not removing correctly in map/remote view

Post by StrangePan »

Hello, I added this delay to remote view mining because during playtesting, we often had random individual buildings missing, causing the entire factory to slowly crawl to a halt after several minutes have passed. This mining delay solved this problem, but perhaps we could make it smarter and distinguish between ghosts and real entities. However, this will take a bit more work than just a couple of lines and we'll want to play with it and see how it feels. So for now, I'm going to internally reference this post as feedback for near-future consideration.
unknownzzz
Manual Inserter
Manual Inserter
Posts: 2
Joined: Thu Dec 14, 2017 11:43 pm
Contact:

Re: [2.0.8] - Entity ghosts not removing correctly in map/remote view

Post by unknownzzz »

This change wastes sooooooo much time - mining every misplaced entity.
I don't know your play test groups. But with some groups it is rare to have a misplaced ghost that is not instantly caught.
With common copy/paste blueprints, many times ghost entities are only manually placed when connecting different prints (Mining to train station, etc)

It is now MUCH faster and recommended to leave any non-effecting ghost entities (pipes, belts, etc) and continue on than to instantly cancel any mistakes...

I strongly think it would be best to have a setting in the interface that is "Remove Ghost Entity", with ("Mine" | "Instant") as the options.
Nemoricus
Filter Inserter
Filter Inserter
Posts: 345
Joined: Mon Jan 19, 2015 7:48 am

Re: [2.0.8] - Entity ghosts not removing correctly in map/remote view

Post by Nemoricus »

After getting construction bots online and really getting a feel for this, I have two opinions on it. The first is that the misclick prevention is nice if you're not actively working on something.

The second is that it gets annoying when you *are* working on something and need to undo a mistake.

Why not hit undo? The right click is faster and honestly what I'm used to doing anyway. Also, if your mistake is several actions back it wouldn't be good to hit undo a bunch of times just to fix a small mistake and lose progress on other parts.

It'd be nice if this behavior was a setting.
KnightSteel
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sun Nov 10, 2024 1:00 pm
Contact:

Re: [2.0.8] - Entity ghosts not removing correctly in map/remote view

Post by KnightSteel »

Ceisc wrote: Tue Oct 22, 2024 8:58 am My usual reason for trying to remove the ghost is because I have just misplaced a single entity (dragged a belt one tile too far, mis-clicked placing an inserter, etc.) so the fact that subsequent removals are instant isn't really of any benefit. If I'm intentionally removing multiple items I'm much more likely to just use a decon planner.

If I'm doing work near where bots are active the delay means there is more chance they will place something I never wanted which could result in significantly more work to fix.

I am totally at a loss as to why this was changed in the first place and why it has been done so in a way that is inconsistent with non-remote view.
I second your experience and opinion and would like to add my request to make this a togglable option in settings.
Though my irritation at present is likely to be the worst of my overall play though, the inconsistency between the two views is my main complaint.
StrangePan wrote: Wed Oct 23, 2024 11:05 am Hello, I added this delay to remote view mining because during playtesting, we often had random individual buildings missing, causing the entire factory to slowly crawl to a halt after several minutes have passed. This mining delay solved this problem, but perhaps we could make it smarter and distinguish between ghosts and real entities. However, this will take a bit more work than just a couple of lines and we'll want to play with it and see how it feels. So for now, I'm going to internally reference this post as feedback for near-future consideration.
Thank you for the in depth response. I can see that solution working quite well. Hopefully it's not too much work and does well in practice.
But, I'm sure there are bigger fish to fry, so thank you for taking this into consideration for near-future.
Until then, thank you for this amazing expansion! Every step of the way has been euphoric. All the little details, quality of life, progression, and allure of new technologies have been above and beyond. This is a beautiful work of art. Thank you, to you and your team, for all your hard work!
Post Reply

Return to “Not a bug”