[0.17.66] Tree not marked for deconstruction when placing blueprint
[0.17.66] Tree not marked for deconstruction when placing blueprint
I've attached both the current and previous log, although the issue actually occurred before either of them were made probably.
I've also attached the savegame.
- Attachments
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- Grey Goo.zip
- Savegame where the bug takes place (at the very end of the very long line)
- (58.27 MiB) Downloaded 141 times
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- factorio-previous.log
- This was my 4.5 hour live stream I think
- (30.23 KiB) Downloaded 130 times
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- factorio-current.log
- I just opened the game, looked at the bug for a screenshot then closed the game
- (6.61 KiB) Downloaded 120 times
Re: [0.17.66] Tree not marked for deconstruction when placing blueprint
Thanks for the report. Most likely the blueprint mod placed the blueprint before the chunk was generated and then the chunk generated and put the tree down. You'll need to contact the mod author and have them make sure they don't place blueprints outside of generated chunks.
If you want to get ahold of me I'm almost always on Discord.
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- Long Handed Inserter
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Re: [0.17.66] Tree not marked for deconstruction when placing blueprint
I hit an similar issue some days ago without any blueprint mods, where pipes could not be placed because of a pesky tree. I copy pasted my refinery setup several times from the map view through a forest, but one pipe end section and a normal pipe with a very similar x value but further north had this issue.
The only related mods i had could be: Nanobots, Flowcontrol, long reach from big bags, the trees from Alien Biomes?. But no flow-control items were involved in that blueprint.
That chunk was definitely be generated, that happend just north of one my railways.
I remember that this was reproducible, i shift clicked a pipe on that spot and the tree wasn't marked for deconstruction. Also in map-view i remember i removed the blueprint of that pipe with rightclick and the character startet to chop that tree, i was very confused.
The only related mods i had could be: Nanobots, Flowcontrol, long reach from big bags, the trees from Alien Biomes?. But no flow-control items were involved in that blueprint.
That chunk was definitely be generated, that happend just north of one my railways.
I remember that this was reproducible, i shift clicked a pipe on that spot and the tree wasn't marked for deconstruction. Also in map-view i remember i removed the blueprint of that pipe with rightclick and the character startet to chop that tree, i was very confused.
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Re: [0.17.66] Tree not marked for deconstruction when placing blueprint
I recreated the situation exactly with an older savegame and the same trees were not marked to be deconstructed.
And yep with an rightclick in that marked blueprint i can chop the tree from map view
And yep with an rightclick in that marked blueprint i can chop the tree from map view

- Attachments
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- IR-BlueprintBug.zip
- (15.74 MiB) Downloaded 102 times
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- factorio-current.log
- (30.07 KiB) Downloaded 116 times
Re: [0.17.66] Tree not marked for deconstruction when placing blueprint
You're playing with a mod that makes the tree collision boxes basically nothing. Not at all surprising that it doesn't get marked for deconstruction, because it is not in the way of the unconnected pipe. Just uninstall whatever mod that does that.
Sidenote: one of your mods is not compatible with the latest version of IR.
Sidenote: one of your mods is not compatible with the latest version of IR.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: [0.17.66] Tree not marked for deconstruction when placing blueprint
Looking at the log file, this seems to be a likely candidate:
Code: Select all
0.318 Loading mod settings alien-biomes 0.4.15 (settings.lua)
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!
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Re: [0.17.66] Tree not marked for deconstruction when placing blueprint
Yeah i assumed it to be alien biomes. So connected pipes have a different hitbox than an unconnected one. I never got that problem with Alien Biomes, i assume because before that i always also played with squeak through which reduced the hitbox of the pipes thus alleviating this problem
Ok sorry for this false alert. Have a nice day.

Ok sorry for this false alert. Have a nice day.