[0.17.2] editor bugs/missing features

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HurkWurk
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[0.17.2] editor bugs/missing features

Post by HurkWurk »

1. editor inventory deleted on every entry
2. no way populate chests except from editor inventory. no way to populate editor inventory unless you deconstruct from the ground
3. clone tool is outline only, needs to work like a blueprint instead. cannot be rotated, etc.
4. clone tool will paste multiple copies of items over top of themselves. if they are added via mods. for instance, bob's mods substations stack exactly on top of each other. the behavior is similar to the behavior if you load bots onto the screen.
5. as a side to 4, the cursor tool, which should only paste once, pastes at a high rate of speed. to paste at speed, we should be using the spray tool instead. This seems to stop once you play with the tool settings a bit, and once it stops, it also stops allowing pasting items over themselves.
6. the entire materials entity tab is missing. (the one with circuits and wires and plates and ores on it)
7. the editor does not remember debug settings like the tile grid.
8. using the Lua Areas drop down just locks up the GUI until you hit escape and click on something to force a focus shift.
9. steam engines continue to play sound when in editor and time is not passing.
10. mousing over resource patches does not show a tooltip for content unless you set your selection back to "none". this makes pasting resource patches impractical to judge. it sometimes works on hand tool, but not on spray tool or brush tool.
11. spraying oil patches still applies intensity over an area, instead of allowing it for an individual item. for instance, if you set a size of 10, it paints 12 oil fields and over 10 seconds at max speed, they will be 860% fields. but if the size is 1, the result after 10 seconds is only 160%. intensity should be amount per click and speed should be clicks per second.
Rseding91
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Re: [17.2] editor bugs/missing features

Post by Rseding91 »

HurkWurk wrote:1. editor inventory deleted on every entry
It's not shown when you aren't in the "none" editor (AKA: like god mode)
HurkWurk wrote:2. no way populate chests except from editor inventory. no way to populate editor inventory unless you deconstruct from the ground
The "none" editor replaces the Rrafting GUI in the right pane with a list of all items and lets you spawn any of them for free.
HurkWurk wrote:3. clone tool is outline only, needs to work like a blueprint instead. cannot be rotated, etc.
Working as intended. It's not a blueprint - it's a clone tool that exactly clones the source to the destination.
HurkWurk wrote:4. clone tool will paste multiple copies of items over top of themselves. if they are added via mods. for instance, bob's mods substations stack exactly on top of each other. the behavior is similar to the behavior if you load bots onto the screen.
Working as intended. Don't click multiple times if you don't want multiple clones.
HurkWurk wrote:5. as a side to 4, the cursor tool, which should only paste once, pastes at a high rate of speed. to paste at speed, we should be using the spray tool instead. This seems to stop once you play with the tool settings a bit, and once it stops, it also stops allowing pasting items over themselves.
If the entity doesn't collide with anything clicking and holding the mouse will keep placing more of it.
HurkWurk wrote:6. the entire materials entity tab is missing. (the one with circuits and wires and plates and ores on it)
That's the "none" section.
HurkWurk wrote:7. the editor does not remember debug settings like the tile grid.
Yes it does. It works exactly the same as using debug settings does everywhere else.
HurkWurk wrote:8. using the Lua Areas drop down just locks up the GUI until you hit escape and click on something to force a focus shift.
Fixed for 0.17.3.
HurkWurk wrote:9. steam engines continue to play sound when in editor and time is not passing.
Working as intended. Everything plays sounds in the editor.
HurkWurk wrote:10. mousing over resource patches does not show a tooltip for content unless you set your selection back to "none". this makes pasting resource patches impractical to judge. it sometimes works on hand tool, but not on spray tool or brush tool.
Working as intended. When you're not in "none" or "resources" you don't interact with resources.
HurkWurk wrote:11. spraying oil patches still applies intensity over an area, instead of allowing it for an individual item. for instance, if you set a size of 10, it paints 12 oil fields and over 10 seconds at max speed, they will be 860% fields. but if the size is 1, the result after 10 seconds is only 160%. intensity should be amount per click and speed should be clicks per second.
Workings as intended.
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HurkWurk
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Re: [17.2] editor bugs/missing features

Post by HurkWurk »

Rseding91 wrote: Wed Feb 27, 2019 11:25 pm
HurkWurk wrote:1. editor inventory deleted on every entry
It's not shown when you aren't in the "none" editor (AKA: like god mode)
HurkWurk wrote:2. no way populate chests except from editor inventory. no way to populate editor inventory unless you deconstruct from the ground
The "none" editor replaces the Rrafting GUI in the right pane with a list of all items and lets you spawn any of them for free.
the issue is that i want this interface when i have a box open to populate a box. thats now a multistep process.
Rseding91 wrote: Wed Feb 27, 2019 11:25 pm
HurkWurk wrote:3. clone tool is outline only, needs to work like a blueprint instead. cannot be rotated, etc.
Working as intended. It's not a blueprint - it's a clone tool that exactly clones the source to the destination.
right, but without a shadow, there is no good way to line things up, especially if your intent is to overwrite an area that already has content. just a ghost here would be lovely to make it useful.
Rseding91 wrote: Wed Feb 27, 2019 11:25 pm
HurkWurk wrote:4. clone tool will paste multiple copies of items over top of themselves. if they are added via mods. for instance, bob's mods substations stack exactly on top of each other. the behavior is similar to the behavior if you load bots onto the screen.
Working as intended. Don't click multiple times if you don't want multiple clones.
HurkWurk wrote:5. as a side to 4, the cursor tool, which should only paste once, pastes at a high rate of speed. to paste at speed, we should be using the spray tool instead. This seems to stop once you play with the tool settings a bit, and once it stops, it also stops allowing pasting items over themselves.
If the entity doesn't collide with anything clicking and holding the mouse will keep placing more of it.
im not clicking multiple times. its just doing it on its own. also this happens with entities that should not overlap, like substations. i had a stack of 4 substations with a half second click. after bouncing in and out of "none" and going into the filter controls on spray and brush and editing them, then going back to cursor, they stopped autoplacing rapidly and stopped overlapping.
This seems to have stopped completely now, so it could be simply that a completely fresh install with no presets does it, and until you have adjusted all the sliders at least once, it had a bad value.
Rseding91 wrote: Wed Feb 27, 2019 11:25 pm
HurkWurk wrote:6. the entire materials entity tab is missing. (the one with circuits and wires and plates and ores on it)
That's the "none" section.
HurkWurk wrote:7. the editor does not remember debug settings like the tile grid.
Yes it does. It works exactly the same as using debug settings does everywhere else.
This might have reverted when i updated to 17.2 from 17.1
Rseding91 wrote: Wed Feb 27, 2019 11:25 pm
HurkWurk wrote:8. using the Lua Areas drop down just locks up the GUI until you hit escape and click on something to force a focus shift.
Fixed for 0.17.3.
HurkWurk wrote:9. steam engines continue to play sound when in editor and time is not passing.
Working as intended. Everything plays sounds in the editor.
HurkWurk wrote:10. mousing over resource patches does not show a tooltip for content unless you set your selection back to "none". this makes pasting resource patches impractical to judge. it sometimes works on hand tool, but not on spray tool or brush tool.
Working as intended. When you're not in "none" or "resources" you don't interact with resources.
im talking about being on resources.
if you have a cursor tool selected, you get the status window. if you have the brush or spray selected, you dont. so you cannot see how much you are building up with spray like you used to.
Rseding91 wrote: Wed Feb 27, 2019 11:25 pm
HurkWurk wrote:11. spraying oil patches still applies intensity over an area, instead of allowing it for an individual item. for instance, if you set a size of 10, it paints 12 oil fields and over 10 seconds at max speed, they will be 860% fields. but if the size is 1, the result after 10 seconds is only 160%. intensity should be amount per click and speed should be clicks per second.
Workings as intended.
this cannot be intended. as it only works that way for oil, and not for the mined resources. if i do the same test on copper for instance, the single tile patch is the same total content as all the single tiles in the 10x10 patch. (approx 500k resources holding down the button for 10 seconds).
its only oil that doesnt handle a 1x1 the same as a 10x10 for intensity.
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