[0.11.8] Items under placed blueprints

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Nova
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[0.11.8] Items under placed blueprints

Post by Nova »

What happens to items under placed blueprints? I tested this with a few laser turrets; I dropped them and placed a assembler as "ghost" over them. They vanished, which is not so nice.

If this bug (I think it is a bug) is fixed, please keep in mind that inserters could always place new items on the place where is building is supposed to be. Just wanted to note this, because it could lead to other bugs.

To be honest, I don't really know how this should be solved. No idea I can think of works properly because of some problems. :|
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Re: [0.11.8] Items under placed blueprints

Post by kovarex »

Yes, I know about this, but as it was a minor corner case, I just didn't want to waste much time with that, so the items are just thrown away.

The construction robots might try to carry the items to the storage the same way as they carry away the contents of chests.
In that case, as you pointed out there might be problem with the inserters. Making the inserters to not put items in collision with ghosts-building might be good solution.
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Re: [0.11.8] Items under placed blueprints

Post by Rseding91 »

kovarex wrote:Yes, I know about this, but as it was a minor corner case, I just didn't want to waste much time with that, so the items are just thrown away.

The construction robots might try to carry the items to the storage the same way as they carry away the contents of chests.
In that case, as you pointed out there might be problem with the inserters. Making the inserters to not put items in collision with ghosts-building might be good solution.
What about just displacing the items using "droparound" similar to how chest-explosions work? That should be trivial to implement compared to multiple item types a robot might pick up when trying to revive a ghost. Or optionally, try to insert as many as can be inserted into what ever ghost was revived and then "droparound" the remaining items.

If that's ok with you, I could write that up quickly.
If you want to get ahold of me I'm almost always on Discord.
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DaveMcW
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Re: [0.11.8] Items under placed blueprints

Post by DaveMcW »

Rseding91 wrote:What about just displacing the items using "droparound" similar to how chest-explosions work? That should be trivial to implement compared to multiple item types a robot might pick up when trying to revive a ghost. Or optionally, try to insert as many as can be inserted into what ever ghost was revived and then "droparound" the remaining items.
"Droparound" can pollute transport belts, in many cases it is better to lose the item.
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Nova
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Re: [0.11.8] Items under placed blueprints

Post by Nova »

And it could be used to teleport items. Would be pretty complex, but I would prefer to stop this "idea" (glitch) in its beginnings.
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Re: [0.11.8] Items under placed blueprints

Post by Turtle »

Wouldn't it make more sense for the item being placed to "switch" places with the item on the ground? Example: assembler is dropped and iron ore is picked up.
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Re: [0.11.8] Items under placed blueprints

Post by FishSandwich »

Turtle wrote:Wouldn't it make more sense for the item being placed to "switch" places with the item on the ground? Example: assembler is dropped and iron ore is picked up.
Not really, an assembler is 3x3 which means it could replace 32 items(if my math is correct), which a single construction bot couldn't possibly carry.
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Re: [0.11.8] Items under placed blueprints

Post by dee- »

Why not select items on ground that would occupy a space with a ghost on it for a deconstructin robot. And construction robots can only place items on empty fields.
This way no block are placed before not all underlying items are removed.

If the player manually drops items on a ghost, so it was not marked before, the logic could also mark it immediately for deconstruction or the items stays and the block can not placed on the ghost, which times out.
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Re: [0.11.8] Items under placed blueprints

Post by Klonan »

Still happens in 0.16
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