Underground belts and ghost belts
Moderator: ickputzdirwech
Underground belts and ghost belts
Underground belts cut out part of a conveyor belt when placed (so you don't have to rip up the conveyors) ditto pipes.
When placing ghost belts, should/could placing real underground belts cut the ghost conveyor plan?
When placing ghost belts, should/could placing real underground belts cut the ghost conveyor plan?
Re: Underground belts and ghost belts
Is that a suggestion or a question?
If question: no, that ghost belts are “virtual connections”, you can for example also make turns (with a mod).
If suggestion: that would limit the puzzling really hard. I don’t think this is a good idea.
Edit: read it again. now I understand. Forget all from above. Good point!
If question: no, that ghost belts are “virtual connections”, you can for example also make turns (with a mod).
If suggestion: that would limit the puzzling really hard. I don’t think this is a good idea.
Edit: read it again. now I understand. Forget all from above. Good point!
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Re: Underground belts and ghost belts
Agree with this suggestion. This is just another annoying little UI inconsistency between normal placement and ghost placement behavior which IMO should be fixed. Very similar to suggestion #5 in one of my previous posts: viewtopic.php?p=493231
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Re: Underground belts and ghost belts
Yeah: I think ghost entities shopfront as similar to real entities as possible.
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Re: Underground belts and ghost belts
I also think than when placing underground belt ghosts, the second one (and additional ones) placed should rotate 180 degrees just like when placing a normal underground belt. Currently when placing underground belt ghosts, you have to manually rotate every time you place additional underground belt ghosts.
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Re: Underground belts and ghost belts
Good suggestion. In my experience this isn't that big of a deal, however. Ghosts are so easy to remove, it wouldn't really make such a difference imo.
I strongly disagree. I use this behaviour quite often to place multiple underground belts facing in the same direction.jamiechi1 wrote: ↑Fri Aug 14, 2020 5:17 amI also think than when placing underground belt ghosts, the second one (and additional ones) placed should rotate 180 degrees just like when placing a normal underground belt. Currently when placing underground belt ghosts, you have to manually rotate every time you place additional underground belt ghosts.
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Re: Underground belts and ghost belts
IMO you shouldn't just be able to remove ghosts with this. Placing ghost underground belts over already-placed tiles should mark them for deletion as well.ickputzdirwech wrote: ↑Fri Aug 14, 2020 6:45 amGood suggestion. In my experience this isn't that big of a deal, however. Ghosts are so easy to remove, it wouldn't really make such a difference imo.
Yeah, I find that auto-rotation behavior to be annoying almost as frequently as I find it to be helpful. An option to turn it off would be appreciated.ickputzdirwech wrote: ↑Fri Aug 14, 2020 6:45 amI strongly disagree. I use this behaviour quite often to place multiple underground belts facing in the same direction.jamiechi1 wrote: ↑Fri Aug 14, 2020 5:17 amI also think than when placing underground belt ghosts, the second one (and additional ones) placed should rotate 180 degrees just like when placing a normal underground belt. Currently when placing underground belt ghosts, you have to manually rotate every time you place additional underground belt ghosts.
I don't really see that as an issue specific to ghost building though. IMO regardless of which method is decided upon the UI should be consistent between the two building modes.
Re: Underground belts and ghost belts
Yeah, consistency over specially.
I see me often in the situation that I place ugbelts, ugpipes, poles by running in a direction. And when my items are empty I cannot just continue, it takes so much longer. Making this switchable, so that it behaves in both modes equal would be really helpful.
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Re: Underground belts and ghost belts
This has been implemented in 1.1 with all the nice ghost related changes! (I must say I am not entirely happy that ghosts automatically rotate now as well)
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Re: Underground belts and ghost belts
[Koub] I guess so, moved to Implemented.
Koub - Please consider English is not my native language.
Re: Underground belts and ghost belts
Or maybe make that an option of/similar to "belt drag in line"?
Nevermind, you still have that when you take a blueprint instead of just using the ghost functionality.