[1.1.56] Not all cliffs are removed when placing blueprints

Things that has been reported already before.
User avatar
DRY411S
Filter Inserter
Filter Inserter
Posts: 731
Joined: Sun Mar 13, 2016 9:48 am
Contact:

[1.1.56] Not all cliffs are removed when placing blueprints

Post by DRY411S »

I see this quite often when placing rails. The game does not correctly calculate every cliff that needs to be destroyed when placing rails. This results in bots hovering over incomplet tracks. It's especially annoying when using blueprints in map view mode.

My save game is large, here's a pic instead of the issue after it has occurred. To be clear, some cliffs were destroyed, but additional ones need destruction too, though visually this isn't obvious. Throwing additional explosive fixes the issue.
missedcliffs.PNG
missedcliffs.PNG (1.96 MiB) Viewed 1997 times
User avatar
Silari
Filter Inserter
Filter Inserter
Posts: 539
Joined: Sat Jan 27, 2018 10:04 pm
Contact:

Re: [1.1.56] Not all cliffs are removed when placing blueprints

Post by Silari »

Been reported many times before: viewtopic.php?p=405439#p405439

Collision boxes change after adjacent cliffs are destroyed so one that didn't collide previously does, which the game can't detect beforehand.
Rseding91
Factorio Staff
Factorio Staff
Posts: 14594
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [1.1.56] Not all cliffs are removed when placing blueprints

Post by Rseding91 »

I still think about this from time to time trying to find a nice way to make this work. The cliffs changing size when one is removed has been a pain point since cliffs were added.
If you want to get ahold of me I'm almost always on Discord.
User avatar
Silari
Filter Inserter
Filter Inserter
Posts: 539
Joined: Sat Jan 27, 2018 10:04 pm
Contact:

Re: [1.1.56] Not all cliffs are removed when placing blueprints

Post by Silari »

Rseding91 wrote: Wed Mar 16, 2022 2:40 pm I still think about this from time to time trying to find a nice way to make this work. The cliffs changing size when one is removed has been a pain point since cliffs were added.
It was mentioned in that thread, but why not have cliff destruction via robot then check each of the neighboring cliffs to see if they overlap with ghosts (if not already marked for deconstruction)? If so, mark it for deconstruction with the force of the ghosts or the force of the bot. It'd mean a short delay as a new bot would have to be issued but I wouldn't think there'd be any meaningful performance impact from checking collisions on at most 4 neighbors on a fairly rare event, and seems much simpler than trying to recalculate where the collision boxes would be beforehand.

Using the forces of found ghosts I think would be better to avoid issues where two forces mark a cliff for deconstruction: Force A and B mark cliff, Force A's bot gets there first and has no ghosts overlapping the new area so cliff wouldn't be marked, but Force B has a ghost that now overlaps, but since their bot didn't blow up the cliff the next section wouldn't get marked.
robot256
Filter Inserter
Filter Inserter
Posts: 995
Joined: Sun Mar 17, 2019 1:52 am
Contact:

Re: [1.1.56] Not all cliffs are removed when placing blueprints

Post by robot256 »

FYI, currently, entities can only have deconstruction orders from one force at a time. See viewtopic.php?f=182&t=100864
Last edited by robot256 on Wed Mar 16, 2022 6:14 pm, edited 1 time in total.
Post Reply

Return to “Duplicates”