Lou wrote: Mon Feb 03, 2025 11:26 am
in most stuck mine ghosts the issue seems to be missing landfill(ghosts). I discovered that in some cases landfill ghost can be removed without removing the landmine ghosts, which might be the cause of this.
Do you remember what method you used for building the mines (manual physical, remote, blueprint?), and were you using tile deconstruction planner or undo/redo? Also, where you using just forced mode (Shift) or super forced mode (Ctrl + Shift)?
In the past, on a few occasions I definitely did remove landfill ghosts (using a deconstruction blueprint for landfill only), but I do not think that was true in all cases.
I had difficulties replicating this issue today and wasn't actually able to replicate it with mines. (Nevertheless, in the past month or two it occurred over multiple sessions, dozens of times.)
However, my testing today has some other results. Regularly, something (usually a roboport) would fail to build, because something didn't get deconstructed (typical culprit being Watercane.) This might even maybe a different issue technically, but I'll add a continuation of the save file here demonstrating it, seeing as it's a followup. Let me know if you want me to make it a separate report or if it's a known issue.
I was especially careful with the reproduction steps for this issue today:
- Be in remote view
- Using shift+click (normal force build), paste blueprints.
- Observe that some of them never get built, because some things did not get deconstructed.
Remote view can be pure map view, zoomed out to where no sprites are drawn, or remote view zoomed in close enough for the sprites to show up. Being in editor mode was not tested.
For blueprints, a commonly used entity was roboport but can happen with other things like mines too. The blueprints can be for multiple entities but also just for single entities too. Super force build was not tested.
Seemingly, common causes of failure are Watercane blocking landfill in turn blocking roboport ghosts, but there were also cases of cliffs or trees doing the blocking. I also noticed more unusual things like landfill ghosts not getting built because stromatolite did not get ordered to be deconstructed (with no roboport ghost ever involved because it overlapped with other existing player entities thus causing force build to only add some empty landfill).
Attached is a save demonstrating this, with pins on the map to the south to help locating the cases. It is a continuation of the earlier save uploaded.
So it seems like there might be at least 2 slightly different things going on. One being that removing landfill ghosts sometimes doesn't cancel relevant build ghosts, one other being that certain doodads don't always get ordered to be deconstructed. And If I can replicate it at any point with mines, a possible 3rd issue with mines near the edges of unbuildable tiles unrelated to landfill.