[visual] tangled big-pole wiring

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MF-
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[visual] tangled big-pole wiring

Post by MF- »

I guess that the pole is mis-oriented?
It does not harm anything, but in reality it would be pretty bad and imagining the consequences spoiled the moment for me.

I am not sure how trivial the fix for that would be of course.

I placed the top pole first, the small turret pole second and the bottom big pole as last.

The green wire is nearly invisible, focus on the shadow.

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Candunc
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Re: [visual] tangled big-pole wiring

Post by Candunc »

I believe the almost invisible green wire bug has been there for a version or two now.

MF-
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Re: [visual] tangled big-pole wiring

Post by MF- »

Candunc wrote:I believe the almost invisible green wire bug has been there for a version or two now.
Yes. But this one is not about the invisibility.

It is about the wires being tangled and short-circuited mid-air. (You just need to look at the shadow to see it)

kovarex
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Re: [visual] tangled big-pole wiring

Post by kovarex »

The problem here is, that it is quite hard to avoid the tangling.

The problem arises, when you connect two networks, and to avoid tangling, you would have to switch all green wires connection in one of them to avoid tangling.
In that case, it is possible that by this, you would switch the red wire, and make new tangling ....

MF-
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Re: [visual] tangled big-pole wiring

Post by MF- »

Why wouldn't something as simple as "south-west rule" work in this case? (I just don't see it... probably)

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Re: [visual] tangled big-pole wiring

Post by kovarex »

Because it won't work when you try to make a circle, for example :)

Edit: In other words, when you make 2 vertical lines, and not connect them, lets say green is on left, now you connect them by half circle, at one place, it has to cross.

MF-
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Re: [visual] tangled big-pole wiring

Post by MF- »

Fair point.
I never made cycles, though.

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Re: [visual] tangled big-pole wiring

Post by kovarex »

So I put this into not a bug section ...

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Re: [visual] tangled big-pole wiring

Post by MF- »

The thing is.. the network never continued anywhere from the top-left pole, which was the last one added.

I expect most of the players to start building at one place and extend the network.
Rarely there are situations where I'd build two circuit networks and join them later ( or waste resources on cycles )

I think that at least this simple scenario - a pole is added into a network that is not a part of any other yet - ( big share of the cases ) can be improved.
implementation idea: pole rotation is divided into "angle" and "flip" - the main power write controls the angle, while circuit network wires control "flip". -> building a pole still allows it to switch it's red and green sides when a first circuit network wire is attached.

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