[0.17.6] Incorrect image layer order

Things that we don't consider worth fixing at this moment.
saletroo
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[0.17.6] Incorrect image layer order

Post by saletroo »

Version: 0.17.6 (build 43339, win64, steam)
Splitter (normal) image layer is under Wall image layer. Should be above?
Other Splitter types not tested. (not researched :))
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[0.17.6] Incorrect image layer order
[0.17.6] Incorrect image layer order
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Rseding91
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Re: [0.17.6] Incorrect image layer order

Post by Rseding91 »

Thanks for the report however I don't consider these kinds of issues to be worth working on. There will always be some layering issue because it's 2D faked to look like 3D.
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BlueTemplar
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Re: [0.17.6] Incorrect image layer order

Post by BlueTemplar »

Uh, maybe stupid question, but wouldn't drawing sprites in order from north tiles to south tiles (so that northern tiles are covered by southern tiles) fix the most egregious issues ?
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Re: [0.17.6] Incorrect image layer order

Post by posila »

BlueTemplar wrote: Tue Mar 05, 2019 8:58 pm Uh, maybe stupid question, but wouldn't drawing sprites in order from north tiles to south tiles (so that northern tiles are covered by southern tiles) fix the most egregious issues ?
That's how it is done and it really solves the most egregious issues ... for example notice how the vertical walls are not broken.

The problem is, this is done in 256 layers; each layer completely overdraws the previous one (sprites are sorted within the layer). So belts are in lower layer that normal buildings ... otherwise character and inserters would clip through them as they move over them. Flying robots are in "air" layer so they always render over normal buildings. Inserter hand is in higer layer than normal objects so it is visible when inserter interacts with a machine from north, but its arm is not so it clips through cargo wagon, etc. etc.; solution for the splitter structure in example on left and right is to move it to "object" layer ... in which case there will be "literally unplayable" reddit posts of character being drawn uder the splitter, unless we make character collide with it. There is no point in fixing these, as is it just endless loop of solving the same issue over and over and over and over and over ...
saletroo
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Re: [0.17.6] Incorrect image layer order

Post by saletroo »

posila wrote: Tue Mar 05, 2019 9:31 pm
BlueTemplar wrote: Tue Mar 05, 2019 8:58 pm Uh, maybe stupid question, but wouldn't drawing sprites in order from north tiles to south tiles (so that northern tiles are covered by southern tiles) fix the most egregious issues ?
That's how it is done and it really solves the most egregious issues ... for example notice how the vertical walls are not broken.

The problem is, this is done in 256 layers; each layer completely overdraws the previous one (sprites are sorted within the layer). So belts are in lower layer that normal buildings ... otherwise character and inserters would clip through them as they move over them. Flying robots are in "air" layer so they always render over normal buildings. Inserter hand is in higer layer than normal objects so it is visible when inserter interacts with a machine from north, but its arm is not so it clips through cargo wagon, etc. etc.; solution for the splitter structure in example on left and right is to move it to "object" layer ... in which case there will be "literally unplayable" reddit posts of character being drawn uder the splitter, unless we make character collide with it. There is no point in fixing these, as is it just endless loop of solving the same issue over and over and over and over and over ...
Fixing this will cause more hassle than it creates. Understand. Thank you for your need to explain "why" it isn't worth fixing. I appreciate it.
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