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[2.0.20] Visual glitch with Nauvis cliffs and belt

Posted: Wed Nov 20, 2024 6:10 am
by Corwin
Steps to reproduce:
- create fresh Space Age 2.0.20 world with default settings and seed 1622586804
- travel to -340 -54
- craft and place a transport belt
- remove it
- craft and place a wooden chest

Expected:
- both entities cover up the cliff tile ... graphic ... thing.

Actual:
- the transport belt is below the cliff, which looks clunky
- the wooden chest is okay

Addendum:
I used only transport belt/chest because they are craftable in the first moments of a game.

I have attached a world save. See also various 'tile'-related debug settings I enabled for the area.
this is in the world I'm playing in, not fresh save
this is in the world I'm playing in, not fresh save
artifact-coords-and-seed-only.png (1.26 MiB) Viewed 526 times
no visual issue
no visual issue
Screenshot 2024-11-20 185037.png (780.47 KiB) Viewed 526 times
I turned on a bunch of settings hoping for the best
I turned on a bunch of settings hoping for the best
artifact-detailed-debug-info.png (1.83 MiB) Viewed 526 times

Re: [2.0.20] Visual glitch with Nauvis cliffs and belt

Posted: Fri Nov 22, 2024 8:34 pm
by Loewchen

Re: [2.0.20] Visual glitch with Nauvis cliffs and belt

Posted: Mon Nov 25, 2024 8:31 pm
by Corwin
Thanks for linking to that report. It is slightly different, asking to make the offending square 'not buildable'. Someone commented asking "why not just always put the cliff z-index under building?", which is what I would expect to be done, as it seems easiest.

It only happens for belts. You can build other entities there and they have no visual problems, such as the wooden crate.

Factorio staff have yet to reply to that comment, so perhaps they didn't see it after moving to Won't Fix. Would you be open to fixing it this alternative way?

Re: [2.0.20] Visual glitch with Nauvis cliffs and belt

Posted: Sat Mar 01, 2025 1:17 pm
by Rseding91
Thanks for the report however we will not be doing anything about this. Due to the nature of the game and rendering being done with simple sprite layering something always ends up broken in this way. Trying to fix one case causes another to break and it's a never ending game of whack-a-mole with sprite layers.

Instead of that, the solution is simple: don't build near cliffs - or blow them up - if the visual bothers you.