[0.15.17] Trees not marked for deconstruction
[0.15.17] Trees not marked for deconstruction
I've come across trees that werent marked for deconstruction even though there was a ghost in the same area that was placed by shift-clicking. This happens reproducibly if the blueprint is placed before the chunk has been generated; for example when using large blueprints.
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Re: [0.15.17] Trees not marked for deconstruction
There's a simple fix: don't place the blueprint before the chunk is generated
Seriously though: in what real-game would you ever do this? You'd have to have a blueprint that spans such an incredible area you essentially blueprinted a finished base into a brand new world.
Seriously though: in what real-game would you ever do this? You'd have to have a blueprint that spans such an incredible area you essentially blueprinted a finished base into a brand new world.
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Re: [0.15.17] Trees not marked for deconstruction
Yep that's pretty much what happened, someone gave me a blueprint string of one of his factories and I tried to build it using creative mode. It didnt go well and I probably wont ever do that again, although at least I managed to build it in the end.
I get that this will rarely ever happen in vanilla.
If this ever happens in a real game, it's one without biters and with a megabase. Or I could imagine someone trying to change the map-settings by blueprinting the factory and rebuilding it on a different map. So yeah, kinda irrelevant.
I get that this will rarely ever happen in vanilla.
If this ever happens in a real game, it's one without biters and with a megabase. Or I could imagine someone trying to change the map-settings by blueprinting the factory and rebuilding it on a different map. So yeah, kinda irrelevant.
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Re: [0.15.17] Trees not marked for deconstruction
Is it bad that now I'm wondering why a ghost can be placed on an ungenerated chunk? That might be a minor bug itself, especially if it is at the world edge and there's construction robots.