[2.0.60] Pollution triggered with surface.pollute doesn't trigger attacks

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DeadMG
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[2.0.60] Pollution triggered with surface.pollute doesn't trigger attacks

Post by DeadMG »

What did you do?
I spawned a ConstantCombinatorPrototype entity with player-creation flag. I subsequently spawned a lot of pollution using surface.pollute.

What happened?
The biters spawn attack groups, but don't attack. The attack groups just keep growing.

What did you expect to happen instead? It might be obvious to you, but do it anyway!
The biters should attack towards the entity. According to https://lua-api.factorio.com/latest/typ ... Flags.html the required conditions are pollution, and a chunk with a building with player-creation, which are both met.

Does it happen always, once, or sometimes?
Seems to happen quite reliably; I waited more than 40 minutes and did a few other games sped up with /editor but no attack comes.

There's a save attached which is after waiting some time; note the use of the mod not on portal, which is attached. If you start a new game, you can just use the console to teleport to the affected surface.
Attachments
warptorio-classic.zip
(69.81 KiB) Downloaded 13 times
no-attack.zip
(1.74 MiB) Downloaded 13 times
factorio-current.log
(7.9 KiB) Downloaded 9 times
Rseding91
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Re: [2.0.60] Pollution triggered with surface.pollute doesn't trigger attacks

Post by Rseding91 »

It seems the docs are wrong in this case. Attack groups also require something be the source of pollution in order for them to go attack it. Once they’re in the area they will attack other buildings they find.
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DeadMG
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Re: [2.0.60] Pollution triggered with surface.pollute doesn't trigger attacks

Post by DeadMG »

I've been experimenting with this and it seems like if you spawn a "bait" entity with e.g. 1 pollution/min and script pollution on top, this doesn't trigger attacks, but spawning one which is all the pollution/min triggers them easily, although they sometimes still exhibit weird behaviour like suddenly pausing in the middle. So it kinda seems like scripted pollution can't ever trigger normal attacks even with a viable target available. Perhaps though I should consider it a feature request rather than a bug, if surface.pollute isn't intended to do this.
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