Dragging power poles should connect power networks
Moderator: ickputzdirwech
Dragging power poles should connect power networks
When dragging autoplacing power poles to power stuff, you basically always want to connect to an existing power network.
Example of the current logic being inconvenient: https://www.thuejk.dk/factorio_drag_power.flv
However, the current power pole dragging will often detect that all entities (e.g. miners) are covered by at least one power pole, and then not place a last power pole to connect the new unpowered network to the old powered network.
My suggestion for an improvement: drag-place a power pole in the last position which will connect two power networks, in addition to the current power miners logic.
Example of the current logic being inconvenient: https://www.thuejk.dk/factorio_drag_power.flv
However, the current power pole dragging will often detect that all entities (e.g. miners) are covered by at least one power pole, and then not place a last power pole to connect the new unpowered network to the old powered network.
My suggestion for an improvement: drag-place a power pole in the last position which will connect two power networks, in addition to the current power miners logic.
Re: Dragging power poles should connect power networks
https://youtu.be/oq2wEZS120c for easier viewing
The issue isn't that it thinks the miners already have power.
Dragging is pretty simple logic - as soon as you're at edge of range of all power poles, drop another pole.
Unfortunately this edge case is impossible to fix without breaking it entirely. You're always going to have to place the last pole in a situation like this manually.
The issue isn't that it thinks the miners already have power.
Dragging is pretty simple logic - as soon as you're at edge of range of all power poles, drop another pole.
Unfortunately this edge case is impossible to fix without breaking it entirely. You're always going to have to place the last pole in a situation like this manually.
Re: Dragging power poles should connect power networks
Dragging was changed a while ago to make sure all entities in the area are connected, e.g. if you run along a row of inserters and drop medium power poles then they will be all covered without a gap.Cribbit wrote:The issue isn't that it thinks the miners already have power.
Dragging is pretty simple logic - as soon as you're at edge of range of all power poles, drop another pole.
Code: Select all
Version: 0.15.0 (24. 04. 2017)
Minor Features:
- Build-by-moving for electric poles now accounts for covering all unpowered entities on the way.
Re: Dragging power poles should connect power networks
No, it is not impossible to fix. I outlined in my post how to fix it.Cribbit wrote: Unfortunately this edge case is impossible to fix without breaking it entirely. You're always going to have to place the last pole in a situation like this manually.
Re: Dragging power poles should connect power networks
I like my suggested implementation better.daniel34 wrote:Cribbit wrote: This has been suggested a few times already, even has its own Frequently Suggested topic: viewtopic.php?f=80&t=35838
Re: Dragging power poles should connect power networks
You wrote sentences in english. There is a wide gap between that and actual code logic to have it happen. That is what "edge case" implies here. Your suggested solution does not account for how you actually detect the situation you want to fix.thuejk wrote:No, it is not impossible to fix. I outlined in my post how to fix it.Cribbit wrote: Unfortunately this edge case is impossible to fix without breaking it entirely. You're always going to have to place the last pole in a situation like this manually.
Re: Dragging power poles should connect power networks
I am actually a programmer. What I wrote was something I had already made sure could be implemented, basically using the existing logic.
Re: Dragging power poles should connect power networks
Can you articulate that logic?thuejk wrote:I am actually a programmer. What I wrote was something I had already made sure could be implemented, basically using the existing logic.
I don't want dragged poles dropping in random locations because it happens to be near an existing network and would cover an entity.
I don't want it to place a pole when I end the drag.
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Re: Dragging power poles should connect power networks
It sounds like the logic should be something like
- if cursor no longer in range of any network, place pole in last valid location.
- if cursor is in range of network with different ID place pole connecting the networks
- otherwise don't place pole
Re: Dragging power poles should connect power networks
What if I don't want to connect those networks? What if I plan on turning another direction and just slightly overshot? There's going to be a wide variety of valid spots since it's no longer the edge of a circle but an area of its own - what if I I want to place it somewhere specific?
It seems much easier to leave this as is and let users manually place the pole. I understand the frustration of this specific case but there are many other cases besides this.
It seems much easier to leave this as is and let users manually place the pole. I understand the frustration of this specific case but there are many other cases besides this.
Re: Dragging power poles should connect power networks
ratchetfreak has it right.
If you have some insanely specific power setup that requires separate power networks, then simply don't use power pole dragging.
I have never, ever wanted that. While I have been annoyed at power pole dragging not connecting networks *every* *single* *time*.What if I don't want to connect those networks?
If you have some insanely specific power setup that requires separate power networks, then simply don't use power pole dragging.