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[Lou][2.0.28] Water cane plant not picked up by Ag Tower

Posted: Fri Dec 27, 2024 5:44 am
by Shadow179
What did you do?
I placed an Agricultural tower when trying to plant more yamako fruit. After it cleared away all other previously existing vegetation I started to place down with my character the Overgrowth Yamako Soil.
What happened?
I noticed that not all the tiles were green that contained no buildings on it like expected with overgrowth soil. As I was hand placing the soil without shift force placing I guess it put down a ghost.
overgrowth soil.jpg
overgrowth soil.jpg (817.52 KiB) Viewed 413 times
What did you expect to happen instead? It might be obvious to you, but do it anyway!
I expected that regardless of any soil placed down the "water cane" plants would all be cleared away in the ag towers zone since they are of no use hanging around. It seemed like maybe this is an issue when It is on a border with another ag tower? The next one over is at max distance but still getting full coverage of the larger 3x3 tiles which equal 1 ag tower square.
water cane 1.jpg
water cane 1.jpg (816.46 KiB) Viewed 413 times
water cane 2.jpg
water cane 2.jpg (813.72 KiB) Viewed 413 times
Does it happen always, once, or sometimes?
I think it's only happening at the farthest reaches of the ag tower or when it's on the border with another ag tower.
ag tower range.jpg
ag tower range.jpg (787.31 KiB) Viewed 413 times

Re: [2.0.28] Water cane plant not picked up by Ag Tower

Posted: Fri Dec 27, 2024 3:27 pm
by Rseding91
Can you please provide a save file showing this issue?

Re: [2.0.28] Water cane plant not picked up by Ag Tower

Posted: Fri Dec 27, 2024 3:33 pm
by Shadow179
Here it is.

Re: [Lou][2.0.28] Water cane plant not picked up by Ag Tower

Posted: Wed Feb 05, 2025 4:51 pm
by Lou
Thank you for the report. This was actually a result of 2 separate issues:

1) As you mentioned, Agricultural tower did not clear all preexisting trees (it was concerned only with once close to the seeding spots). This was fixed since 2.0.30

2) Entities with protected_from_tile_building = false would (in some cases) not be marked for deconstruction, but still block revival of tile ghosts. This was just fixed for 2.0.34