[Lou][2.0.15] Underground pipe building on space platform when no ground not showing connections

User avatar
IsaacOscar
Filter Inserter
Filter Inserter
Posts: 843
Joined: Sat Nov 09, 2024 2:36 pm
Contact:

[Lou][2.0.15] Underground pipe building on space platform when no ground not showing connections

Post by IsaacOscar »

Compare the following:
11-16-2024, 19-34-33.png
11-16-2024, 19-34-33.png (351.69 KiB) Viewed 806 times
and
11-16-2024, 19-35-16.png
11-16-2024, 19-35-16.png (56.12 KiB) Viewed 806 times
I expect the second to show the underground pipe connection like the former

I swear I have had it work before when building in empty space, so I've attached my save file in case there's something wrong with it.
Last edited by IsaacOscar on Mon Nov 18, 2024 12:49 pm, edited 1 time in total.
jagholin
Inserter
Inserter
Posts: 32
Joined: Mon Jan 06, 2020 7:19 pm
Contact:

Re: [2.0.15] Underground pump building on space platform when no ground not showing connections

Post by jagholin »

This is not a bug, underground pipes or belts don't connect across the void of space.
User avatar
IsaacOscar
Filter Inserter
Filter Inserter
Posts: 843
Joined: Sat Nov 09, 2024 2:36 pm
Contact:

Re: [2.0.15] Underground pump building on space platform when no ground not showing connections

Post by IsaacOscar »

Haha, yes that would make no sense whatsoever.
11-16-2024, 19-44-28.png
11-16-2024, 19-44-28.png (150.66 KiB) Viewed 798 times
It still happens though if I put ghost platforms down first. Which will connect once the platforms get built.
User avatar
IsaacOscar
Filter Inserter
Filter Inserter
Posts: 843
Joined: Sat Nov 09, 2024 2:36 pm
Contact:

Re: [2.0.15] Underground pump building on space platform when no ground not showing connections

Post by IsaacOscar »

Also, it would be helpful if super force build added the necessary platforms for you.
User avatar
Lou
Factorio Staff
Factorio Staff
Posts: 206
Joined: Mon Nov 30, 2020 10:50 am
Contact:

Re: [2.0.15] Underground pump building on space platform when no ground not showing connections

Post by Lou »

The not showing connections on platfrom ghosts is on the line between feature and minor bug, I will accept it as a bug, but with a low priority.

The autofilling of tiles on (super)force building is a feature requests and would be more suited in Ideas and Suggestions. There are also a lot of cases to consider for this feature:
  • Manual building
  • Manual Drag building
  • Blueprints internal connection
  • Blueprints external connection
  • Cases where autofilling the tiles would collide with blueprint entity or its buildability rule (like thruster)
  • Cases where autofilling the tiles would collide with external entity or its buildability rule (like thruster)
Also some behaviour to consider for in-game consistency
  • Upgrade planner changing reach of undergrounds?
  • Deconstruction planner would connect previously unconnected undergrounds
  • Superforcing blueprint would deconstruct underrounds that would connect to blueprint undergrounds, but now the blueprint undergrounds would connect to something else
and probably some more I couldn't think of of the top of my head.
User avatar
IsaacOscar
Filter Inserter
Filter Inserter
Posts: 843
Joined: Sat Nov 09, 2024 2:36 pm
Contact:

Re: [Lou][2.0.15] Underground pump building on space platform when no ground not showing connections

Post by IsaacOscar »

Ok forget the super force building thing. You' guys have already had enough complications trying to have ghosts and non-ghosts connect to eachother.

The dashed green line though is really helpful, I've had to resort to using a blueprint I made of two pipes at maximum distance, and even then I made mistakes.
User avatar
LCStark
Fast Inserter
Fast Inserter
Posts: 197
Joined: Thu Jan 28, 2021 5:04 pm
Contact:

Re: [2.0.15] Underground pump building on space platform when no ground not showing connections

Post by LCStark »

Lou wrote: Mon Nov 18, 2024 10:21 am The not showing connections on platfrom ghosts is on the line between feature and minor bug, I will accept it as a bug, but with a low priority.
The connection thing is a minor issue with pipes, but it's a bit bigger one with underground belts. When you build an underground belt on the platform and it's connected, the belt end point / exit entity has the same direction as start point / entrance entity.

11-20-2024, 15-39-34.png
11-20-2024, 15-39-34.png (225.63 KiB) Viewed 614 times

But when you build on a ghost platform, since they're not connected instead of placing same-direction underground exit you'll place reverse-direction entrance ghost:

11-20-2024, 15-40-32.png
11-20-2024, 15-40-32.png (137.67 KiB) Viewed 614 times

And if you don't notice that and manually fix it by rotating the ghost before connecting it, when you build the platform it will connect in the reverse direction than you wanted:

11-20-2024, 15-41-31.png
11-20-2024, 15-41-31.png (117.8 KiB) Viewed 614 times
User avatar
boskid
Factorio Staff
Factorio Staff
Posts: 3462
Joined: Thu Dec 14, 2017 6:56 pm
Contact:

Re: [Lou][2.0.15] Underground pipe building on space platform when no ground not showing connections

Post by boskid »

If we want to mix in belts into the space platform tile soup then it is quite likely it will get into an ugly class of desyncs which was already found by Trupen before the release (where real undergrounds were able to connect across empty space if there were tile ghosts in between). No desyncs is far more important than accurate rendering.
User avatar
BraveCaperCat
Filter Inserter
Filter Inserter
Posts: 412
Joined: Mon Jan 15, 2024 10:10 pm
Contact:

Re: [Lou][2.0.15] Underground pipe building on space platform when no ground not showing connections

Post by BraveCaperCat »

boskid wrote: Thu Dec 05, 2024 12:30 am If we want to mix in belts into the space platform tile soup then it is quite likely it will get into an ugly class of desyncs which was already found by Trupen before the release (where real undergrounds were able to connect across empty space if there were tile ghosts in between). No desyncs is far more important than accurate rendering.
Accurate rendering and incorrect rotation. But desyncs are still more important.
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Post Reply

Return to “Assigned”