Zuzak wrote: ↑
Sat Jul 13, 2019 8:13 am
FactorioBot wrote: ↑
Thu Jul 11, 2019 7:10 pm
All rail bounding boxes are now hardcoded/not moddable. This is to avoid unexpected collision/rail block merging behaviour.
This is the first time an update has made me hate an update.
Why is this necessary?
Do you hate bridges so much? Or is it simple desire to never see possibly of bug report caused by bad signal layouts with bridges?
I just found and implemented bridges and now they get reacted. I was so exited to play with them this weekend.
welp, updates disabled for now.
Don't get me wrong, you all are awesome, but... why.
I'm not a developer for this game, but I am one elsewhere, and I can tell you exactly why:
The first time something breaks because of one specific reason you sigh and fix the bug. The second time something else breaks for exactly the same reason you sigh, but this time because you know that you have a systematic problem. You are going to keep having issues triggering from this same root cause forever, one after another, until you fix the root cause.
So, you sit down with everyone and say: players have implemented a horrible hack to make a problem we specifically intended to be part of gameplay vanish entirely, using the root cause of this bug. we also have hard proof it is going to keep causing us pain. how much do we care about the players who want that hack to keep working, compared to the much larger body of players who want trains to, y'know, just work like we say they do?
Then you fix the root cause: no more adjusting rail bounding boxes, because if you ever do that you introduce these bugs again. You also systematically go through your rails and ensure their bounding boxes cause collision detection, knowing that this is the last time you ever need to do that because nobody can mess it up with mods or whatever.
You probably talked about alternatives, too, like changing how collision detection worked out when to run. Sadly, they all break the horrible hack as well, because it depends explicitly on the existence of this systematic bug to work: if, say, you don't depend on overlay of those boxes any more, bridges break because they depend on the fact that no overlap means no collision detection.
So ... you fix it, knowing some people will be unhappy. You don't really have any other choice here, since the alternative is "normal train use without abusing bugs is broken", and spending time fixing rail collision bugs for players who use trains as designed pretty every single month from now to forever.
If you, say, install a mod that depends on game behaviour that generates infinite energy by exploiting rounding errors in some components, expect the same thing. Your bug *may* live for an indefinite amount of time, so long as nothing else breaks, because stopping players cheating themselves isn't that high a priority really, but you don't exactly prioritise keeping it either - and if it starts to be a problem in more places, for players not cheating the system, then you fix it for sure.
...and yeah, they are cheating: like the fact that inserters are a fixed size, trains colliding on all track crossings is part of the designed logistical challenge of the game. we don't have to agree, but rail bridges, and the mods that adjust inserters to, eg, pick up from the side, are both cheating: removing part of the intended challenge.
Since we only cheat ourselves, you and I, if we use them ... it isn't a priority to block, unlike in eg an online PvP game where we would cheat others, but it also doesn't mean we are gonna get loved for it.
IMO, you are foolish to depend on anything that seems like a really clever hack. For bridges, I hoped they stuck around for y'all, but would not have used them myself. I'm OK with adjustable inserter directions in my game, but this train thing was a bridge too far for me...
I don't care if you used it, though, as long as it didn't break anything else. Sadly, it did, and predictably so.