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[1.1.3] Unexpected behaviour when draging power poles

Posted: Tue Dec 01, 2020 5:29 pm
by Yxen
I would normally drag a new power pole by first clicking (and hold) on the existing pole and then dragging it out. Up to the 1.0 version, it placed the next pole in the maximum distance. This was very handy in that you do not have to measure the distance where to place the first pole. The same method I use when placing underground pipes.

Starting from 1.1.0, the same method first inserts the new pole just next to the old one before resorting to the normal dragging algorithm.

Please revert to the old behavior.

Re: [1.1.3] Unexpected behaviour when draging power poles

Posted: Tue Dec 01, 2020 5:38 pm
by Loewchen
Yxen wrote:
Tue Dec 01, 2020 5:29 pm
Starting from 1.1.0, the same method first inserts the new pole just next to the old one before resorting to the normal dragging algorithm.
That just is not true.

Re: [1.1.3] Unexpected behaviour when draging power poles

Posted: Tue Dec 01, 2020 5:59 pm
by Yxen
OK, I did a bit of research, and this is not an issue in vanilla. You are right.

However, this started to be a problem in Angel/Bob game with Lighted Electric Poles + after the 1.1 update. Only the lighted poles behave incorrectly now, the standard ones are OK.

I will report it to the mod authors as well but it is most likely caused by changes in the base game so the developers still may have a look at this. I would expect all entities should behave the same here.

Re: [1.1.3] Unexpected behaviour when draging power poles

Posted: Tue Dec 01, 2020 6:47 pm
by Choumiko
Taking a guess: When you click and hold on the lighted powerpole, Factorio recognizes the invisible lamp entity instead of the pole and therefore places the pole next to it.

Re: [1.1.3] Unexpected behaviour when draging power poles

Posted: Wed Dec 02, 2020 6:30 pm
by IronCartographer
I've been experiencing this with Inbuilt Lighting mod. Thank you for pointing out it is modded behavior; I will look into solutions with entity flags and such.