[2.0.73] some of the elevated rail ghosts not getting placed

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sben
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[2.0.73] some of the elevated rail ghosts not getting placed

Post by sben »

When using elevated rails and forced overbuilding, some of the elevated rails gets placed while some not.
See the video attached.

I suspect build order dependent issues, but did not test further.

The video recorded using the editor, in normal game the issue behaves the same way.

blueprint 1:

blueprint 2:


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elevated-rails-missing.mp4
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boskid
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Re: [2.0.73] some of the elevated rail ghosts not getting placed

Post by boskid »

I do not think anything here could be fixed, super force building inherently allows removal of entities, and because of rail support conditions, removal of some entities may cascade onto removal of other entities. This creates problems even if you would have just 1 rail support with 3 attached rails and would try to place a ramp in a way that supports those 3 rails but removes the rail support - from the blueprint point of view it is just the rail support that would need to be removed and ramp built, but from rail support condition point of view you must first get rid of 3 rails that are supported by the rail support and only then a ramp could be built. This is because at no intermediate point should there be any elevated rails existing with no rail support or ramp (ghosts do not count) and blueprint building is unable to create any temporary scaffolding to hold entities in the intermediate states. This scenario is a tricky case because some blueprint entities are skipped due to match with existing entities but later those entities are removed due to support condition related to removal of another entity.
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Re: [2.0.73] some of the elevated rail ghosts not getting placed

Post by sben »

I understand that this is not solvable using single-pass logic, but is there any chance that a two-pass logic gets introduced?

The two-pass logic could implemented eg. kind of:
manage a list of skipped entites and when the initial placement finished, check if the skipped entities are still existing + place ghosts. As far I understand, a third pass would be never required, since the blueprint is expected (as far I know also checked) to not contain any conflictingly placed entities and the conflicts with the map are already cleared on the first pass
.

This bug is likely not exclusive to elevated rails but could apply to any other mod using dependent entities.

I would classify this as a kind of severe, since the blueprint placement silenty fails.

Even if the two-pass logic would introduce a performance overhead, it could delay only a single tick upon user interaction. The effect would be likely unnoticeable. Even if this would play a role, compare to eg. the destruction planner, which can cause heavy lags if destructing larger areas (affecting each tick while dragging the destruction planner).
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Re: [2.0.73] some of the elevated rail ghosts not getting placed

Post by boskid »

This happening only in editor already cuts amount of players that can experience this by a significant factor, and as such this is a minor issue.
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Re: [2.0.73] some of the elevated rail ghosts not getting placed

Post by sben »

boskid wrote: Fri Jun 19, 2026 7:32 pm This happening only in editor already cuts amount of players that can experience this by a significant factor, and as such this is a minor issue.
That's not the case.
sben wrote: Wed May 20, 2026 8:08 pm The video recorded using the editor, in normal game the issue behaves the same way.
I just tried it out again.

One of my mid-game savefiles, where the editor was never activated.

This bug is also affecting normal gameplay, not just the editor.

(Please note that the posted blueprints are symmetric, but the issue happens only at specific rotations. For me it happens when directly pasting the imported string to the map, without saving it to the player inventory / BP storage or anywhere else).
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