[2.0.23] light on electric-pole

Bugs that are actually features.
0n0w1c
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[2.0.23] light on electric-pole

Post by 0n0w1c »

Code: Select all

constants.EG_LIGHT_COLOR = { r = 1.0, g = 1.0, b = 0.7 }
constants.EG_LIGHT_INTENSITY = 0.8
constants.EG_LIGHT_SIZE = 12

constants.EG_BIG_POLE_LIGHT =
{
    color = constants.EG_LIGHT_COLOR,
    intensity = constants.EG_LIGHT_INTENSITY / 1.1,
    size = constants.EG_LIGHT_SIZE / 1.2
}

local big_pole = data.raw["electric-pole"]["big-electric-pole"]
big_pole.light = constants.EG_BIG_POLE_LIGHT
Docs state: "Drawn when the electric pole is connected to an electric network."
Ref: (https://lua-api.factorio.com/latest/pro ... html#light)

The light illuminates if the pole is isolated and not connected to a "powered electric network".
I think an isolated pole is its own electric network, so technically this is correct.
Big pole pic: (https://drive.google.com/file/d/13vC7ob ... sp=sharing)

I am hoping this is not the intended behavior of the light. In the back of my mind, I think I recall this working as intended.
If it is, maybe the docs could be updated to better explain this or maybe remove the comment?
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boskid
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Re: [2.0.23] light on electric-pole

Post by boskid »

It looks like it was always working that way starting from 0.17.0 when this was introduced, for a brief moment there was also a flickering there but got removed before 0.17.0 was released. It was always using the presence of network which technically speaking is quite hard to not pass for a real electric pole as they get a network always allocated as of right now. Given that technically the docs are accurate (it draws when pole has network, and it indeed has) i will consider this to be a not a bug. If you want a different behavior, that would be a modding interface request which has a slightly different requirements for what should be described compared to bug reports.
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