I'm not sure if this is actually a bug or intended behavior, but attempting to place a blueprint with tiles over tile ghosts (of different type) will not replace the tile ghosts like it would with real tiles
The behavior is the same when trying to shift-place the tiles themselves rather than using a blueprint.
Blueprint with tiles doesn't replace conflicting tile ghosts
Blueprint with tiles doesn't replace conflicting tile ghosts
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Cut and paste tools - https://mods.factorio.com/mods/mickael9/cut-and-paste
Portable Chests - https://mods.factorio.com/mods/mickael9/portable-chests
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
Thanks for the report however this is working as intended and works the same way with entity ghosts and blueprints. Ghosts (even when building them through blueprints with shift + click) don't ever remove existing ghosts.
If you build normal tiles or normal entities then colliding/conflicting ghosts are removed.
If you build normal tiles or normal entities then colliding/conflicting ghosts are removed.
If you want to get ahold of me I'm almost always on Discord.
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
What about the fact that placing a real tile doesn't remove a (different) ghost tile at the same position ?
Factorio Mod Portal Notifier - https://fac-notify.ml/
Cut and paste tools - https://mods.factorio.com/mods/mickael9/cut-and-paste
Portable Chests - https://mods.factorio.com/mods/mickael9/portable-chests
Cut and paste tools - https://mods.factorio.com/mods/mickael9/cut-and-paste
Portable Chests - https://mods.factorio.com/mods/mickael9/portable-chests
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
Note I said "colliding/conflicting" ghosts of different tiles don't conflict - robots can build the ghost and replace the old tiles.mickael9 wrote:What about the fact that placing a real tile doesn't remove a (different) ghost tile at the same position ?
If you want to get ahold of me I'm almost always on Discord.
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
Yes I agree with what you said, and sorry for the confusion since I'm talking about a slightly different (but somewhat related) issue
I placed a real concrete tile over a hazard ghost tile (with just grass under it). The hazard ghost tile didn't disappear and I now have a normal concrete tile with a hazard ghost tile over it. I think the behavior should be to remove the ghost tile when placing a real tile at the same position, just like placing a real entity destroys any entity ghost at its position, don't you agree? Let me know if I should create a new bug report for this.
I placed a real concrete tile over a hazard ghost tile (with just grass under it). The hazard ghost tile didn't disappear and I now have a normal concrete tile with a hazard ghost tile over it. I think the behavior should be to remove the ghost tile when placing a real tile at the same position, just like placing a real entity destroys any entity ghost at its position, don't you agree? Let me know if I should create a new bug report for this.
Factorio Mod Portal Notifier - https://fac-notify.ml/
Cut and paste tools - https://mods.factorio.com/mods/mickael9/cut-and-paste
Portable Chests - https://mods.factorio.com/mods/mickael9/portable-chests
Cut and paste tools - https://mods.factorio.com/mods/mickael9/cut-and-paste
Portable Chests - https://mods.factorio.com/mods/mickael9/portable-chests
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
That's currently working as intended - though I could change the behavior. Although I can't say I've ever experienced the scenario where i'd want that.mickael9 wrote:Yes I agree with what you said, and sorry for the confusion since I'm talking about a slightly different (but somewhat related) issue
I placed a real concrete tile over a hazard ghost tile (with just grass under it). The hazard ghost tile didn't disappear and I now have a normal concrete tile with a hazard ghost tile over it. I think the behavior should be to remove the ghost tile when placing a real tile at the same position, just like placing a real entity destroys any entity ghost at its position, don't you agree? Let me know if I should create a new bug report for this.
If you want to get ahold of me I'm almost always on Discord.