[15.19] Shift Clicking Combinators Bug

Bugs that are actually features.
GenBOOM
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[15.19] Shift Clicking Combinators Bug

Post by GenBOOM »

so in trying to get a combinator to display an animation with lights I noticed that it would not behave the way you would expect with the values that are shown in the UI. Am I crazy or is this a bug atm?
its likely a misunderstanding on my part...for some reason this requires me to manually sync the animation timing together but I can't figure out exactly why.
PAC-MAN animation
Last edited by GenBOOM on Tue Jun 13, 2017 1:53 am, edited 1 time in total.
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Klonan
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Re: [A 0.15.19] Shift Clicking Combinators Bug

Post by Klonan »

Thanks for the report,

This seems to large and general to really understand where you think the bug lies,
Could you provide a simplified setup with clear steps to reproduce the problem,
With the expected behavior, and the behavior you observe clearly demonstrated
GenBOOM
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Re: [A 0.15.19] Shift Clicking Combinators Bug

Post by GenBOOM »

I don't really know why its happening so its hard to explain, I'll try...

Sometimes when I build this it is synced and sometimes it is not.

Here is when its not:


Now if I change the decider combinator to "< OR =" instead of just "<" then it will go in and out of sync with the flashing lights.
In order to sync it I have to manually change from "< OR =" back to "<" when it looks like its synced up again.



The decider combinator on the other side of the PAC-Man is also at yellow < 30

Now when I shift-click sometimes this again becomes out of sync and I don't know why.

I don't know where the extra ticks are coming from I guess, am I misunderstanding something?
daniel34
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Re: [15.19] Shift Clicking Combinators Bug

Post by daniel34 »

This is not a bug.

The problem is that you have two independent counters (on the left and right side), where the left counter controls the yellow >= 0 (permanent on) and yellow < 5 (center on the right) lamps, and the right counter controls the yellow < 15 (next to the center on the right) lamps. When robots are building the blueprint (or you manually build the blueprint) it happens that one of the counters is placed later than the other, so it starts to count from 0 at a different time --> counters won't be synchronized and are offset from each other by a "random" amount depending on when they were placed/powered.

Solution: Use only one counter for all lamps.

Here is a working example, the three combinators on the bottom right add a fixed offset for the yellow < 15 lamps (you can also remove the power switch, it's not required anymore):
Blueprint string
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GenBOOM
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Re: [15.19] Shift Clicking Combinators Bug

Post by GenBOOM »

daniel34 wrote:This is not a bug.

The problem is that you have two independent counters (on the left and right side), where the left counter controls the yellow >= 0 (permanent on) and yellow < 5 (center on the right) lamps, and the right counter controls the yellow < 15 (next to the center on the right) lamps. When robots are building the blueprint (or you manually build the blueprint) it happens that one of the counters is placed later than the other, so it starts to count from 0 at a different time --> counters won't be synchronized and are offset from each other by a "random" amount depending on when they were placed/powered.

Solution: Use only one counter for all lamps.
I appreciate the help.
I understand that there are two different things that have to be synced, I get that part, but it doesn't make sense to me that the lights are somehow resetting the timing when I shift-click them, this is why I say its a bug, because that I do not understand at all.
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