[2.0.10] Graphics bug mirroring biochamber (MR)
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[2.0.10] Graphics bug mirroring biochamber (MR)
I mirrored a biochamber and weird shadows appear around it. Also one of the input pipes looks weird.
Re: [2.0.10] Graphics bug mirroring biochamber
I'm getting the same bug, it looks like graphics for the two fluid inputs are swapped when you mirror the biochamber. The simplest setup I found for reproduction was to just place a bio-chamber, set it to a recipe that has fluid inputs (I used the "Rocket fuel from jelly" recipe, so you don't even need one with unique inputs), and mirror it (using either mirror button). I encountered it when I wanted to mirror a setup I just planned, and ended up with weird shadow
s.
This visual glitch of input pipe graphics swapping seems to occur in all orientations, but is most noticeable when the pipes are facing north, as what is normally the north-eastern pipe has quite a large model that renders over the biochamber. There are also weird shadows that are disconnected from the biochamber or its own shadow.
Specific reproduction steps:
s.
This visual glitch of input pipe graphics swapping seems to occur in all orientations, but is most noticeable when the pipes are facing north, as what is normally the north-eastern pipe has quite a large model that renders over the biochamber. There are also weird shadows that are disconnected from the biochamber or its own shadow.
Specific reproduction steps:
- Place a biochamber
- Set the recipe to something that uses fluid inputs
- Use the horizontal mirror hotkey (H by default) to mirror it horizontally
- observe weird graphics/shadows
Re: [2.0.10] Graphics bug mirroring biochamber (MR)
This is probably related to something observed my some mod makers. The pipe cover graphics are attached to the pipe connection prototype, which becomes connected to the recipe. Flipping the assembler moves the pipe connections, and moves the pipe covers with them. What the user/modder expects is for flipping to reassign which recipe entry goes to which pipe connection, and for the pipe connection itself to stay in one place with its pipe cover. I understand that would have some other consequences of messing up indexing. So you really do need to dynamically remap the pipe covers to the "new" pipe connection that is now at the coordinates of that pipe cover.
My mods: Multiple Unit Train Control, Smart Artillery Wagons
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk