[kovarex] [1.1.12] Smart belt inconsistencies

This subforum contains all the issues which we already resolved.
AntiElitz
Filter Inserter
Filter Inserter
Posts: 458
Joined: Sat Aug 29, 2015 11:37 pm
Contact:

[kovarex] [1.1.12] Smart belt inconsistencies

Post by AntiElitz »

I noticed some unexpected behavior with the new smart belt feature while playing normally. So I gave it a stress test to see what is the issue.

This is a compilation of the found inconsistencies.
See: https://youtu.be/mGZOhCx19Sk
Edit: more occurrences from real gameplay:
https://clips.twitch.tv/TameShinyAlfalfaCoolStoryBro
https://clips.twitch.tv/SneakySmellyBearKreygasm

Note: While this may be an unrealistic stresstest, i did encounter some of these issues in normal play. So they also occur there. I just stressed it for the purpose of reproduction for a report. The video is on 10% speed.
AntiElitz
Filter Inserter
Filter Inserter
Posts: 458
Joined: Sat Aug 29, 2015 11:37 pm
Contact:

Re: [kovarex] [1.1.12] Smart belt inconsistencies

Post by AntiElitz »

kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [kovarex] [1.1.12] Smart belt inconsistencies

Post by kovarex »

From what I could see, basically all of them was caused by you getting out of reach of the bend part.
Since it was also happening to me, and is quite annoying, I changed it, so the build distance reach is increased (doubled) for finishing the build bend section.
AntiElitz
Filter Inserter
Filter Inserter
Posts: 458
Joined: Sat Aug 29, 2015 11:37 pm
Contact:

Re: [kovarex] [1.1.12] Smart belt inconsistencies

Post by AntiElitz »

kovarex wrote: Thu Jan 21, 2021 3:51 pm From what I could see, basically all of them was caused by you getting out of reach of the bend part.
Since it was also happening to me, and is quite annoying, I changed it, so the build distance reach is increased (doubled) for finishing the build bend section.
Hope that will fix it. I would be really surprised by that behavior though, since the whole first video is done with "ghost" placements. To be out of range here seems like an odd reason when placing ghost entities.


Also the last clip is not out of range at any time, I can even see the "green" preview here:
Image
Image
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [kovarex] [1.1.12] Smart belt inconsistencies

Post by kovarex »

But there were bunch of other things not working properly.
Post Reply

Return to “Resolved Problems and Bugs”