[2.0.15] Beacon's range overlay is not tile-aligned

Bugs that are actually features.
vadcx
Long Handed Inserter
Long Handed Inserter
Posts: 53
Joined: Fri Apr 19, 2024 4:12 pm
Contact:

[2.0.15] Beacon's range overlay is not tile-aligned

Post by vadcx »

Inspired by: [Hrusa][2.0.11] Asteroid collector has lower effective range depending on alignment

Version: 2.0.11 - .15
I don't think the beacon overlay is supposed to fall short of fully highlighting a tile it affects? When an asteroid collector is previewed, it completely covers the tiles unlike beacons.

Expected: Beacon's yellow overlay to completely cover the ground tiles and align with the grid.
Current: the range is too short by ~1/4 of a tile in each direction.
beacon-overlay-tile-alignment.jpg
beacon-overlay-tile-alignment.jpg (71.86 KiB) Viewed 207 times
asteroid-collector-range.jpg
asteroid-collector-range.jpg (88.06 KiB) Viewed 207 times
posila
Factorio Staff
Factorio Staff
Posts: 5409
Joined: Thu Jun 11, 2015 1:35 pm
Contact:

Re: [2.0.15] Beacon's range overlay is not tile-aligned

Post by posila »

Hello, thanks for the report.
That's what the beacon's range is - 3 tiles ... from the beacon's bounding box, which is 2.4x2.4 tiles. If some entity was just in that 1/4 (or 30% to be precise) of the tile, it would not receive the effect of the beacon.
I don't know if this falls into "not a bug" but should be fixed anyway, so I'll just leave the thread here.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14631
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [2.0.15] Beacon's range overlay is not tile-aligned

Post by Rseding91 »

I'm saying not a bug. This is how it has worked since forever.
If you want to get ahold of me I'm almost always on Discord.
Post Reply

Return to “Not a bug”