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Blueprint with tiles doesn't replace conflicting tile ghosts
Posted: Tue Jul 11, 2017 7:58 pm
by mickael9
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
- place.png (330.43 KiB) Viewed 2748 times
- placed.png (331.42 KiB) Viewed 2748 times
The behavior is the same when trying to shift-place the tiles themselves rather than using a blueprint.
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
Posted: Tue Jul 11, 2017 11:01 pm
by Rseding91
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.
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
Posted: Tue Jul 11, 2017 11:07 pm
by mickael9
What about the fact that placing a real tile doesn't remove a (different) ghost tile at the same position ?
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
Posted: Tue Jul 11, 2017 11:23 pm
by Rseding91
mickael9 wrote:What about the fact that placing a real tile doesn't remove a (different) ghost tile at the same position ?
Note I said "colliding/conflicting"
ghosts of different tiles don't conflict - robots can build the ghost and replace the old tiles.
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
Posted: Wed Jul 12, 2017 12:16 am
by mickael9
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.
Re: Blueprint with tiles doesn't replace conflicting tile ghosts
Posted: Wed Jul 12, 2017 12:21 am
by Rseding91
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.
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.