[2.0.75] Rolling stock of enemy forces will connect

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BurninSun
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[2.0.75] Rolling stock of enemy forces will connect

Post by BurninSun »

Rolling stock belonging to enemy forces can be connected to each others trains, either by directly building adjacent to the existing train or driving a train up and pressing the connect train hotkey. Connecting trains in this way will disable any automatic scheduling as per normal allowing the train to be abducted.

Rolling stock belonging to different forces should not connect.
Kyralessa
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Re: [2.0.75] Rolling stock of enemy forces will connect

Post by Kyralessa »

How do you know this is a bug?

Maybe it's just a fun way to steal an enemy's train. :D
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boskid
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Re: [2.0.75] Rolling stock of enemy forces will connect

Post by boskid »

You cannot simply describe a behavior and claim it is a bug.

For a moment lets assume as if it was a bug.
1/ Would that mean all entities should not be connecting on force mismatch? That would mean transport belts not connecting when 2 adjacent belts are of different force. What makes rolling stocks so special that they should not be connecting while other entities should remain connecting? maybe inserters should not be able to drop items onto belts of enemy force? maybe electric poles should not provide electricity to enemy entities in range?
2a/ What should happen when 2 forces are set to be friends of each other?
2b/ what should happen when friends state between 2 forces change?
3a/ What should happen when train already exists and script changes force of constituent rolling stock, should the train be instantly split into 3 pieces due to a force mismatch?
3b/ Knowing that when forces are merged, entities are reassigned from one force to another one-by-one, should merging force A into force B cause all trains of force A to be dissolved into individual rolling stocks?

Currently established logic for connections (at least in case of belts and pipes) is that two of those entities are allowed to connect if they are both real entities (not ghosts) or if they are both of the same force. This means pipe to grounds of different forces should connect to each other but it is not possible to grief other forces by placing pipe to ground ghosts in between of a pair of real pipe to grounds since there would be a force mismatch causing connections to fail at least as long as those ghosts are not revived(built).

-- edit:

There is quite significant amount of logic that needs to be taken care of here and topic itself is highly non obvious. For example trains of different forces should have their schedule independent even if both trains are set to belong to a group with the same name, that means if player has a train in group "item pickup" with 1 schedule record and enemy has a train in group "item pickup" with 2 schedule records, those groups are treated as independent. If a player train from "item pickup" would be parked next to enemy train from "item pickup" group and they would be connected, the train would be merged into a single train and a decision would have to be made as to which force this train belongs to. Currently a train is considered to be of the force of its front rolling stock. If you strategically connect your enemy train with locomotives facing player train such that enemy locomotives are facing towards player train, after connection the train would be considered to be of the player force (since your locomotives would be likely put on the back since front is selected based such that more locomotives are facing that end) however you could click on your's enemy locomotive and start messing with the schedule. Having rolling stocks of different forces not be able to connect would be of significant help here to reduce amount of stuff that can be messed up, but that still raises question 3a of how should this be handled when forces of individual rolling stocks are changed after a train is formed: force change cannot be refused due to case 3b.

I am unable to simply claim this being a bug or not a bug in a clear way and this may need an additional discussion.
BurninSun
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Re: [2.0.75] Rolling stock of enemy forces will connect

Post by BurninSun »

I would describe this behavior as "unexpected" (as a personal opinion of course), hence the post.

I would expect enemy force entities to not interact while friendly ones do. Obviously since things don't work that way currently as you say, it would be a huge undertaking to change and not worth it for my basic use-case even if it were warranted.
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