[2.0.15] Platform deadlocks: tile rules interact badly with cut-pasting and deconstructing complicated designs.
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[2.0.15] Platform deadlocks: tile rules interact badly with cut-pasting and deconstructing complicated designs.
In this screenshot, I have just attempted to move a (valid) piece of my space station a few tiles to the left by using the cut and paste shortcuts and then using the deconstruction planner to clean up unused space platform tiles.
What happened appears to be the following: the platform will not deconstruct the marked tiles because it would result in disconnected pieces, and it will not finish placing the ghost tiles because it would result in the doughnut topology. So it is completely stuck without micromanagement on my part. This is despite the fact that the initial and final configurations should both be valid.
What I expected to happen was that the platform would account for the fact that the doughnut is temporary and only results from tiles already marked for deconstruction. If it went ahead with the placement and deconstruction, it would see that the final configuration is allowed. This expectation comes from blueprinting with construction robots on Nauvis, where generally the only constraint is that I need to have the required entities to place and my placement orders need to be valid. If they are, I don't need to micromanage the order in which things are deconstructed and placed for the placement to succeed.
Also, it really seems like the platform should not deadlock itself in such a situation, as it is common and difficult to avoid if you want to move things around and tiles are precious, and also I can't think of a straightforward way to fix it without deconstructing most of the thing. Perhaps the "no holes" rule should ignore tiles marked for deconstruction (but the connectivity rule should still count them), but idk if that is a feasible fix from a coding perspective. But even refusing to build the thing might be better than the platform deadlocking itself.
Also note, I have enough tiles in total to move the build (there are more X's than tile ghosts on the entire platform, some are offscreen).
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