Your video does seem like it could result from that 32 ticks — 600 ticks lag ?
And that last dot seems to be right at the edge of a chunk, which might explain some of the weirdness ?
EDIT : there might be something about it, both of the red dots in my save (there's another one south), seem to be right at the edge of chunks !
[2.0.15] Map shows red dots where nothing exists
- BlueTemplar
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Re: [2.0.15] Map shows red dots where nothing exists
BobDiggity (mod-scenario-pack)
Re: [2.0.15] Map shows red dots where nothing exists
Same for me, I can't see how this is "normal". It is not the case where the red dot shows when you lose vision, it is always there, it never goes away. Even if one is standing right next to it.
Save attached, standing right at that same spot. There is another one down, exact the same, it does not despair after a while
Save attached, standing right at that same spot. There is another one down, exact the same, it does not despair after a while
- Attachments
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- space01.zip
- (34.58 MiB) Downloaded 13 times
Re: [2.0.15] Map shows red dots where nothing exists
Indeed, it is right below the line, it is the tile touching the line Same for the other down below.BlueTemplar wrote: ↑Wed Nov 27, 2024 11:05 pm EDIT : there might be something about it, both of the red dots in my save (there's another one south), seem to be right at the edge of chunks !
Re: [2.0.15] Map shows red dots where nothing exists
So if I understand you correctly, if this was working as you describe it, the spidertron should scan the chunk its in and two chunks around that, and if there are some leftover enemy markers in the fog of war of those chunks, they should be removed by the scan.Rseding91 wrote: ↑Wed Nov 27, 2024 9:04 pm So, you probably don't know how the player radar range works (I don't know why anyone except someone looking at the code would). Every 32 ticks a 2 chunk radius around the player is updated (chunk you're on + 2 in all directions). All changes done to the chunks for the next 32 ticks will not be reflected on the map if the player moves away from it before the 32 tick re-scan time is up.
So what happens is: the spider is near the chunk border and your player re-scans, then 32 ticks of movement you moved past the chunk border and the next re-scan doesn't update that chunk the spider may or may not still be in.
The time for a scanned chunk to fully fade to dark is 600 ticks, so it still "looks" like it's being scanned but it's not.
I've loaded 2.0.22 with this save:
And done some testing. I can't replicate it consistently (as it depends on the specific positioning of the enemy and its legs), but it does reappear at least once every few reloads.
From what I can tell, the dots appear because of the "going out of chunk scan range" thing you're speaking of - if you approach the stomper to attack it from spidertron's max range and start running away, it's possible that its legs get marked on the map right before that chunk gets out of your scanning range. As BlueTemplar and Sworn said, it seems to happen on the chunk edges.
The issue here is that I'd expect that dot to get removed when I move back within the scanning range, and it doesn't. I can approach it from the neighbouring chunk and it doesn't get removed until I'm right on top of it. I tried approaching it from the opposite direction and it only got removed when I entered the chunk the dot is in.
In the video above you can see that I'm standing in the neighbouring chunk (well within the scan range) starting at 0:40 and I'm standing there for more than 10 seconds (600 ticks) and the dots still remain. They only get removed when I'm right on top of them (the spidertron's icon overlaps the dots). Here you can see I'm in a chunk that has a red dot in two neighbouring chunks (0:45), but they don't get removed until I enter those chunks.
I'm fairly certain this only happens when controlling the vehicle in remote view while zoomed out to the map view, I've tried repeating that while zoomed in enough to see the world and I didn't manage to get the dots to show up on the map.
- Attachments
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- dots2.mp4
- (26.22 MiB) Downloaded 22 times
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- dots_again.mp4
- (30.99 MiB) Downloaded 18 times
Re: [2.0.15] Map shows red dots where nothing exists
Both red dots in my save file are also on a chunk border. I have a 2x2 red dot on Nauvis and a 1x1 red dot on Gleba, both of them adjacent to a chunk border. (this is the 2RedDots2.zip attachment from the first post).
That save has never had a vehicle on Gleba and still has a persistent red dot.
That save has never had a vehicle on Gleba and still has a persistent red dot.
Re: [2.0.15] Map shows red dots where nothing exists
Seems like some inner works of the new enemy particles, or whatever make it show up in the map. Like same on Vulcanus where the worm trail is, then if I go there, the worm train clean up, but the chunk borders one remains...
- IsaacOscar
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Re: [2.0.15] Map shows red dots where nothing exists
I've got a red dot too on gleba (I may have killed a stomper around here ages ago...)
Re: [2.0.15] Map shows red dots where nothing exists
I found a deterministic way to create a permanent red dot, albeit with cliffs and not with enemies:
1. Load attached RedDotTest.zip
2. Deconstruct planner the cliffs to your southeast
What happens is:
A. The cliffs are marked for deconstruction (will turn red in the map)
B. Your bots will throw cliff explosives
C. One of the red cliff tiles in the map (that pokes into another chunk) won't go away, even if you run around, go away, come back, etc.
- Attachments
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- RedDotTest.zip
- (3.15 MiB) Downloaded 8 times
Re: [2.0.15] Map shows red dots where nothing exists
I'll take a look.
If you want to get ahold of me I'm almost always on Discord.
Re: [2.0.15] Map shows red dots where nothing exists
I have a reproducer for Gleba. There was just a n upgrade of Artillery Shell Range and the turrets have been busy. Enemies are incoming. In the moments after loading the save enemies will attack, be killed, and leave red dots on the map as they do. Don't take any action other than opening the map. The dots will show just west/left of the player, and there's a map marker to get your attention.
Wait for more than 1 attack wave to show if you like.
This map is based on my own, real map, but trimmed down. Excess surfaces removed, and Nauvis stripped as best I could since I couldn't delete it.
Wait for more than 1 attack wave to show if you like.
This map is based on my own, real map, but trimmed down. Excess surfaces removed, and Nauvis stripped as best I could since I couldn't delete it.
- Attachments
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- Testing-map-noise-2c.zip
- (11.79 MiB) Downloaded 4 times