[2.0.35] [SA] Aquilo: Default concrete paving changes after using blueprint

Bugs that are actually features.
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 857
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

[2.0.35] [SA] Aquilo: Default concrete paving changes after using blueprint

Post by Hares »

Steps to Reproduce
  1. Have a regular concrete as your default paving
  2. Deploy an attached blueprint horizontally such that train stop is on the right over the ocean
    • Blueprint:
    • Note: This blueprint contains: concrete, hazard concrete, refined concrete
  3. Try to build any concrete-requiring entity on top of the ocean
Expected:
  • Regular concrete is used as a paving
Actual:
  • Hazardous concrete is used as a paving
See Also
Click to expand the recording
Attachments
2025-02-22 18-13-12.mp4
(18.68 MiB) Downloaded 44 times
Fulgora is the best planet. Vulcanus needs rework. Feel free to prove me wrong.
Rseding91
Factorio Staff
Factorio Staff
Posts: 16066
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [2.0.35] [SA] Aquilo: Default concrete paving changes after using blueprint

Post by Rseding91 »

Thanks for the report. That is working as intended.
If you want to get ahold of me I'm almost always on Discord.
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 857
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: [2.0.35] [SA] Aquilo: Default concrete paving changes after using blueprint

Post by Hares »

Rseding91 wrote: Sat Feb 22, 2025 7:46 pm Thanks for the report. That is working as intended.
That's pretty annoying behavior. Can you provide me a use case where this can be utilized?
Fulgora is the best planet. Vulcanus needs rework. Feel free to prove me wrong.
Rseding91
Factorio Staff
Factorio Staff
Posts: 16066
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [2.0.35] [SA] Aquilo: Default concrete paving changes after using blueprint

Post by Rseding91 »

Without it, you can't ever build a 'concrete-requiring entity on top of the ocean' as it will just reject building until you've built the concrete manually.
If you want to get ahold of me I'm almost always on Discord.
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 857
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: [2.0.35] [SA] Aquilo: Default concrete paving changes after using blueprint

Post by Hares »

Rseding91 wrote: Sat Feb 22, 2025 7:59 pm Without it, you can't ever build a 'concrete-requiring entity on top of the ocean' as it will just reject building until you've built the concrete manually.
I understand that. I'm questioning why the system changes the default paving after I deploy a blueprint. In my case – the 1st blueprint is deployed via normal concrete, and 2nd pasting of the same BP results in hazard concrete. In other words, the planner should respect only manually-placed concrete (i.e., last conrecte selected in pipette).
Fulgora is the best planet. Vulcanus needs rework. Feel free to prove me wrong.
Post Reply

Return to “Not a bug”