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[Kovarex] [2.0.58] Underground belt ghost removed when none are present in inventory
Posted: Wed Jun 25, 2025 12:37 am
by phro
When dragging a belt over a ghost, if one comes upon an underground belt, the smart belt dragging utility automatically places the undeground belts. If the player has no underground belts in their inventory, then a belt is placed where the starting underground ghost was, deleting it, but does not delete the ending underground belt.
The image outlines what happens when dragging the belt from left-to-right. When dragging from right-to-left, the rightmost underground belt ghost is deleted instead.

- underground_belts.png (497.74 KiB) Viewed 1743 times
Edit: The expected behaviour is for the belt adjacent to the chest to not be placed, and for the ghost underground to remain.
Re: [2.0.58] Underground belt ghost removed when none are present in inventory
Posted: Wed Aug 06, 2025 1:11 pm
by sben
Re: [2.0.58] Underground belt ghost removed when none are present in inventory
Posted: Wed Aug 06, 2025 1:52 pm
by Loewchen
sben wrote: Wed Aug 06, 2025 1:11 pm
That issue is not tracked in this report.
Re: [Kovarex] [2.0.58] Underground belt ghost removed when none are present in inventory
Posted: Wed Sep 30, 2026 1:47 am
by phro
I would argue @sben's comment relates directly to this issue. When placing items, I expect behaviour not to depend on the exact contents of my inventory. If ghosts must be placed instead, then ghosts should be placed instead of the unexpected behaviour of my screenshot and @sben's screencapture.
This relates to the
older issue (99227) that items are removed from the player's cursor when the inventory is depleted instead of automatically switching to a ghost cursor. As a QoL feature, the user should be able to place items in the game without regard for whether they:
- are in map view or regular view,
- have a ghost or real entity in the cursor,
- have enough of the entity in their inventory for the current build, and
- have their personal roboport active or not
Depending on which of the above cases apply, building behaviour can be interrupted by the cursor being abruptly cleared instead of gracefully switching between ghost and real items as appropriate.