Hej,
i have a modded rail which consists of vanilla rails attached with placeable_by.
Blueprints and copy shortcut selects the correct modded rail.
Pipetting it selects the vanilla rail whch is then placed instead.
I expect that the pipette has the same behaviour like the blueprint tools.
Cu, steinio.
[1.1.2] Modded rail pipettes wrong entity if placeable_by is used
Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
Can you post, which mod or the prototype definition?
Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
Well if you're actually interested:
https://mods.factorio.com/mod/naked-rails_se
Place vanilla rails, convert them with the shortcut tool to naked rails for example and pipette it.
Cu, steinio.
Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
I don't know if this has a solution. When using an item directly to build a fresh entity it will always use the place_result on the item. An item can only have 1 place result.
Entities can be built by multiple items (multiple items can place the same entity). In the case of a ghost the first item-to-place-this-entity is used to revive the ghost. So it "works" with placeable_-by. Same thing for blueprints; they're just ghosts in the blueprint.
But direct building has no entity reference so it defaults to the place_result of the item - in this case the vanilla rail.
So with all that said; your use-case is unsupported and I don't think it will ever be supported fully. Sorry.
Entities can be built by multiple items (multiple items can place the same entity). In the case of a ghost the first item-to-place-this-entity is used to revive the ghost. So it "works" with placeable_-by. Same thing for blueprints; they're just ghosts in the blueprint.
But direct building has no entity reference so it defaults to the place_result of the item - in this case the vanilla rail.
So with all that said; your use-case is unsupported and I don't think it will ever be supported fully. Sorry.
If you want to get ahold of me I'm almost always on Discord.
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Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
If only the first item is ever used, why is it possible to specify more than one placeable_by item? I always assumed bots use the first compatible item they can find in the logistic network (i.e. if there's three possible items but the player only produces one of them).Rseding91 wrote: Sat Nov 28, 2020 6:40 pm In the case of a ghost the first item-to-place-this-entity is used to revive the ghost.
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Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
I could remove that. But it's only going to break more stuff than it fixes.eradicator wrote: Sat Nov 28, 2020 6:56 pmIf only the first item is ever used, why is it possible to specify more than one placeable_by item? I always assumed bots use the first compatible item they can find in the logistic network (i.e. if there's three possible items but the player only produces one of them).Rseding91 wrote: Sat Nov 28, 2020 6:40 pm In the case of a ghost the first item-to-place-this-entity is used to revive the ghost.
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Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
I was kinda hoping for an "you misunderstood, they're actually used in edge case xyz" answer D:.Rseding91 wrote: Sat Nov 28, 2020 8:28 pmI could remove that. But it's only going to break more stuff than it fixes.eradicator wrote: Sat Nov 28, 2020 6:56 pmIf only the first item is ever used, why is it possible to specify more than one placeable_by item? I always assumed bots use the first compatible item they can find in the logistic network (i.e. if there's three possible items but the player only produces one of them).Rseding91 wrote: Sat Nov 28, 2020 6:40 pm In the case of a ghost the first item-to-place-this-entity is used to revive the ghost.
If they're actually never ever used i'd prefer if at least the wiki description mentioned that. But i am unsure how the "first" item is even determined. I.e. if there is an item that can place an entity, but the entity prototype itself specifies another 2 placeable_by items (for a total of 3 differnt items) then what... the item is used? or the first entry in the placeable_by array? or some sort of (alphabetic-)order? Without that knowledge i couldn't even fix the wiki page.
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Re: [1.1.2] Modded rail pipettes wrong entity if placeable_by is used
placeable_by != place_resulteradicator wrote: Sat Nov 28, 2020 8:51 pmI was kinda hoping for an "you misunderstood, they're actually used in edge case xyz" answer D:.Rseding91 wrote: Sat Nov 28, 2020 8:28 pmI could remove that. But it's only going to break more stuff than it fixes.eradicator wrote: Sat Nov 28, 2020 6:56 pmIf only the first item is ever used, why is it possible to specify more than one placeable_by item? I always assumed bots use the first compatible item they can find in the logistic network (i.e. if there's three possible items but the player only produces one of them).Rseding91 wrote: Sat Nov 28, 2020 6:40 pm In the case of a ghost the first item-to-place-this-entity is used to revive the ghost.
If they're actually never ever used i'd prefer if at least the wiki description mentioned that. But i am unsure how the "first" item is even determined. I.e. if there is an item that can place an entity, but the entity prototype itself specifies another 2 placeable_by items (for a total of 3 differnt items) then what... the item is used? or the first entry in the placeable_by array? or some sort of (alphabetic-)order? Without that knowledge i couldn't even fix the wiki page.