second top Inserter row gets no power pole when passing by.
see: https://youtu.be/E2m2RKgwBWI
[posila] [0.17.62] Power poles do not place sometimes
Re: [0.17.62] Power poles do not place sometimes
Thanks for the report however that's not a bug. There are multiple electric connections at the final location and you haven't "left coverage" of the entities in that area to trigger the "all entities must be covered by the electric area when clicking and dragging".
If you want to get ahold of me I'm almost always on Discord.
Re: [0.17.62] Power poles do not place sometimes
I'm not talking about the very top row, but the second top row that also doesn't get power even though i left coverage .
See: https://i.imgur.com/CltXvz6.jpg
See: https://i.imgur.com/CltXvz6.jpg
Re: [0.17.62] Power poles do not place sometimes
I'll take a look into it, however I've been warned that logic of placing poles is quite convoluted and that I'll probably break something else.
Re: [posila] [0.17.62] Power poles do not place sometimes
If you take a look at it, please also take a look the placing logic in latency state. If I drag poles along a full row of inserters in multiplayer, the latency state will play the sound as if I'm placing a pole every tile, when it's not really doing that. Most likely this is the case because I am placing the pole where the player is in game state. https://youtu.be/iAOg-Oq9ahY
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: [posila] [0.17.62] Power poles do not place sometimes
Ah I see now what you mean. Most likely you're just moving the mouse too fast.
The way the logic works is: every time you drag the game tries to place the pole under the mouse. If it finds that it's out of range of the last pole or isn't powering the things it was last time it tried to build it uses the last known good location and builds that.
In your example you've moving the mouse so quickly that it never tries to build at the 1 spot you're trying to make it build at.
I personally don't consider it worth the code complication it's going to add to try to make that work. If Posila thinks he wants to go poke that code then he can do that but I don't think he'll be having fun
The way the logic works is: every time you drag the game tries to place the pole under the mouse. If it finds that it's out of range of the last pole or isn't powering the things it was last time it tried to build it uses the last known good location and builds that.
In your example you've moving the mouse so quickly that it never tries to build at the 1 spot you're trying to make it build at.
I personally don't consider it worth the code complication it's going to add to try to make that work. If Posila thinks he wants to go poke that code then he can do that but I don't think he'll be having fun
If you want to get ahold of me I'm almost always on Discord.
Re: [posila] [0.17.62] Power poles do not place sometimes
Were you server (hosting) in that game or were you connected to someone else?AntiElite wrote: ↑Sun Aug 04, 2019 9:21 pmsecond top Inserter row gets no power pole when passing by.
see: https://youtu.be/E2m2RKgwBWI
Re: [posila] [0.17.62] Power poles do not place sometimes
I was the host, but i think Rseding is right, i did move the mouse too fast.
It's quite annoying i do move it too fast so consistently though...
It's quite annoying i do move it too fast so consistently though...
Re: [posila] [0.17.62] Power poles do not place sometimes
If I go frame by frame through your video, it usually does show building preview on the spot that you wanted the pole to be placed on, so the game definitelly caught mouse being hovered over that tile, but when that happens, the previous pole is not placed yet. I have not been able to reproduce this to happen, so I thought there might be problem with latency hiding logic, but that's not the case if you were hosting the game. I should probably whip up some AutoHotkey macro to move the mouse like you do.
Image
Re: [posila] [0.17.62] Power poles do not place sometimes
Moving to minor issues for time being as it is not critical for stable release.