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[16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Sat Dec 16, 2017 3:09 am
by ibfreeekout
When existing Underground Belts and Splitters are on the ground, dragging or placing Standard Belts across them will replace the item with a Standard Belt.

Steps to Reproduce:
  • Place Underground Belt or Splitter on ground
  • Select Standard Belt
  • Hold place button and drag over or simply click over existing Underground Belt or Splitter on ground
  • Underground Belt or Splitter is replaced with Standard Belt. The replaced entity moves to player inventory.
Rate of Occurrence:

This bug happens at all times when attempting to place Standard Belt on top of Underground Belt or Splitters.

Expected Action:
  • Dragging Standard Belts across existing Underground Belt or Splitters will skip placing Standard Belts when another entity is in the same block
This does not seem to impact dragging belts over other entities (Inserters, Furnaces, etc).

Log file is attached.

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Sat Dec 16, 2017 4:55 am
by Rseding91
Thanks for the report but that's actually a new feature of 0.16. :)

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Sat Dec 16, 2017 5:48 pm
by Zavian
I actually feel that you shouldn't be able to replace splitters/undergrounds with belts whilsts running/dragging the mouse. Let players fast replace them by clicking directly on them, but not whilst running/dragging. That would solve almost all the accidental cases of replacing things whilst upgrading belts.

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Sat Dec 16, 2017 8:28 pm
by Rseding91
Zavian wrote:I actually feel that you shouldn't be able to replace splitters/undergrounds with belts whilsts running/dragging the mouse. Let players fast replace them by clicking directly on them, but not whilst running/dragging. That would solve almost all the accidental cases of replacing things whilst upgrading belts.
I feel the same way but I was overridden by Kovarex :)

You can mod it to work that way by adding the entity prototype flag "fast-replaceable-no-cross-type-while-moving" to each of the belt entities.

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Sat Dec 16, 2017 8:33 pm
by sicklag
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Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Mon Dec 18, 2017 6:21 pm
by Zavian
I think adding shift/ctrl just complicates the ui for no purpose. Just and I see no point in adding an option when I think pretty much everyone should be willing to settle for a reasonable compromise like I suggested above.

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Mon Dec 18, 2017 9:06 pm
by ChCole
I made a mod:
https://mods.factorio.com/mods/ChCole/S ... ickreplace
You do no longer replace splitters and underground belts with transport belts while running.
You can still replace them by clicking.

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Mon Jan 08, 2018 9:55 am
by seePyou
Thank you for this mod. I've downloaded it, making it the FIRST mod I feel is a must, for 0.16 at least. And I never even installed a "far reach" mod! This is how strongly I feel about this new fast replace mechanic.

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Wed Jan 10, 2018 7:23 pm
by TheEnemy42
Hello there. I'm new around here and I really just signed up to second this. This is for me the single most frustrating thing I've ever encountered in the game and I really hope the devs will reconsider this. Apparently they don't agree for now, but does anyone know what the reasons are for this? Why do they consider this best for gameplay?

For me, having to stop all the time while upgrading belts to make sure I don't accidently replace splitters and undergrounds make an already rather boring process even worse. It's a slow, tedius grind and in my opinion brings no challenge or fun. But maybe, just maybe, I'm doing it wrong or havn't seen the real purpose of this?


Otherwise, thank you for an amazing game. It's so much fun, so keep up the good work! :-)

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Wed Jan 10, 2018 10:26 pm
by Jap2.0
TheEnemy42 wrote:Hello there. I'm new around here and I really just signed up to second this. This is for me the single most frustrating thing I've ever encountered in the game and I really hope the devs will reconsider this. Apparently they don't agree for now, but does anyone know what the reasons are for this? Why do they consider this best for gameplay?

For me, having to stop all the time while upgrading belts to make sure I don't accidently replace splitters and undergrounds make an already rather boring process even worse. It's a slow, tedius grind and in my opinion brings no challenge or fun. But maybe, just maybe, I'm doing it wrong or havn't seen the real purpose of this?


Otherwise, thank you for an amazing game. It's so much fun, so keep up the good work! :-)
See:
ChCole wrote:I made a mod:
https://mods.factorio.com/mods/ChCole/S ... ickreplace
You do no longer replace splitters and underground belts with transport belts while running.
You can still replace them by clicking.

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Thu Jan 11, 2018 7:59 am
by TheEnemy42
Yes, thank you :) I learned about the mod in this topic too and I'll be sure to use it, but my post was rather asking for the reason for this implementation by the devs as I fail to see the purpose. I assume the devs have a rational reason and would like to hear it :)

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Tue Mar 13, 2018 1:52 pm
by seePyou
Thank you! This will be my very first mod to download after 300 hours of Factorio. Fast replace splitters and undergrounds with belts is just wrong. This mod is 100% required to play. Thank you!

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Tue Mar 13, 2018 2:35 pm
by mrvn
ChCole wrote:I made a mod:
https://mods.factorio.com/mods/ChCole/S ... ickreplace
You do no longer replace splitters and underground belts with transport belts while running.
You can still replace them by clicking.
When I run replacing belts and hit an underground belt does that then place belts after the underground belt?

Ideally I would like the drag placement to pause when it hits the undergound belt going down and restart again when it hits the coresponding underground belt going up. I don't want to place any belts in the gap that the underground belts tunnels under. I don't want to replace belts that cross that gap at right angels either.

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Tue Mar 13, 2018 2:36 pm
by steinio
ChCole wrote:I made a mod:
https://mods.factorio.com/mods/ChCole/S ... ickreplace
You do no longer replace splitters and underground belts with transport belts while running.
You can still replace them by clicking.
kisses :)

Re: [16.3] Existing Underground Belt/Splitters Replaced on Drag

Posted: Tue Mar 13, 2018 2:39 pm
by Aeternus
Replacing a belt with a splitter would be a good idea. The reverse... not so much. Things go break-y when you start upgrading belts and your sideloaders-direct-from-splitter break and mess up the belt. It's an interesting feature. Someone forgot to also set it for blueprints though...