Hej,
i have a modded rail which consists of vanilla rails attached with placeable_by.
Blueprints and copy shortcut selects the correct modded rail.
Pipetting it selects the vanilla rail whch is then placed instead.
I expect that the pipette has the same behaviour like the blueprint tools.
Cu, steinio.
[1.1.2] Modded rail pipettes wrong entity if placeable_by is used
Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
Can you post, which mod or the prototype definition?
Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
Well if you're actually interested:
https://mods.factorio.com/mod/naked-rails_se
Place vanilla rails, convert them with the shortcut tool to naked rails for example and pipette it.
Cu, steinio.
Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
I don't know if this has a solution. When using an item directly to build a fresh entity it will always use the place_result on the item. An item can only have 1 place result.
Entities can be built by multiple items (multiple items can place the same entity). In the case of a ghost the first item-to-place-this-entity is used to revive the ghost. So it "works" with placeable_-by. Same thing for blueprints; they're just ghosts in the blueprint.
But direct building has no entity reference so it defaults to the place_result of the item - in this case the vanilla rail.
So with all that said; your use-case is unsupported and I don't think it will ever be supported fully. Sorry.
Entities can be built by multiple items (multiple items can place the same entity). In the case of a ghost the first item-to-place-this-entity is used to revive the ghost. So it "works" with placeable_-by. Same thing for blueprints; they're just ghosts in the blueprint.
But direct building has no entity reference so it defaults to the place_result of the item - in this case the vanilla rail.
So with all that said; your use-case is unsupported and I don't think it will ever be supported fully. Sorry.
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Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
If only the first item is ever used, why is it possible to specify more than one placeable_by item? I always assumed bots use the first compatible item they can find in the logistic network (i.e. if there's three possible items but the player only produces one of them).
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Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
I could remove that. But it's only going to break more stuff than it fixes.eradicator wrote: ↑Sat Nov 28, 2020 6:56 pmIf only the first item is ever used, why is it possible to specify more than one placeable_by item? I always assumed bots use the first compatible item they can find in the logistic network (i.e. if there's three possible items but the player only produces one of them).
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Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
I was kinda hoping for an "you misunderstood, they're actually used in edge case xyz" answer D:.Rseding91 wrote: ↑Sat Nov 28, 2020 8:28 pmI could remove that. But it's only going to break more stuff than it fixes.eradicator wrote: ↑Sat Nov 28, 2020 6:56 pmIf only the first item is ever used, why is it possible to specify more than one placeable_by item? I always assumed bots use the first compatible item they can find in the logistic network (i.e. if there's three possible items but the player only produces one of them).
If they're actually never ever used i'd prefer if at least the wiki description mentioned that. But i am unsure how the "first" item is even determined. I.e. if there is an item that can place an entity, but the entity prototype itself specifies another 2 placeable_by items (for a total of 3 differnt items) then what... the item is used? or the first entry in the placeable_by array? or some sort of (alphabetic-)order? Without that knowledge i couldn't even fix the wiki page.
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Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
placeable_by != place_resulteradicator wrote: ↑Sat Nov 28, 2020 8:51 pmI was kinda hoping for an "you misunderstood, they're actually used in edge case xyz" answer D:.Rseding91 wrote: ↑Sat Nov 28, 2020 8:28 pmI could remove that. But it's only going to break more stuff than it fixes.eradicator wrote: ↑Sat Nov 28, 2020 6:56 pmIf only the first item is ever used, why is it possible to specify more than one placeable_by item? I always assumed bots use the first compatible item they can find in the logistic network (i.e. if there's three possible items but the player only produces one of them).
If they're actually never ever used i'd prefer if at least the wiki description mentioned that. But i am unsure how the "first" item is even determined. I.e. if there is an item that can place an entity, but the entity prototype itself specifies another 2 placeable_by items (for a total of 3 differnt items) then what... the item is used? or the first entry in the placeable_by array? or some sort of (alphabetic-)order? Without that knowledge i couldn't even fix the wiki page.