[0.12.10] [kovarex] ghost gates & placed gates are treated differently

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Twisted_Code
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[0.12.10] [kovarex] ghost gates & placed gates are treated differently

Post by Twisted_Code »

If a player wishes to place a blueprint where part of it is a gate that would be over an already placed gate (or gate bp ghost), the preview will show the gate as red as if the bp gate is a different entity type than the placed one, and the player will have to force blueprint placement. The issue is that it's a counterintuitive exception to the rule that blueprints can be placed overlapping entities of the same type.
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Re: [0.12.10] [kovarex] ghost gates & placed gates are treated differently

Post by kovarex »

Thanks for the report, it is fixed for 0.12.13 now.
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Re: [0.12.10] [kovarex] ghost gates & placed gates are treated differently

Post by sillyfly »

Wait, 0.12.13? Is 0.12.12 out yet? :o
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Re: [0.12.10] [kovarex] ghost gates & placed gates are treated differently

Post by kovarex »

sillyfly wrote:Wait, 0.12.13? Is 0.12.12 out yet? :o
Yes, this minute :)
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Re: [0.12.10] [kovarex] ghost gates & placed gates are treated differently

Post by Twisted_Code »

How did this bug even happen anyway? Seems to me one of you must've done something really silly.
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Re: [0.12.10] [kovarex] ghost gates & placed gates are treated differently

Post by kovarex »

Twisted_Code wrote:How did this bug even happen anyway? Seems to me one of you must've done something really silly.
The code for buildability checks is actually quite complicated. And there are reasons for it as the logic is compliated.
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Re: [0.12.10] [kovarex] ghost gates & placed gates are treated differently

Post by Rseding91 »

kovarex wrote:
Twisted_Code wrote:How did this bug even happen anyway? Seems to me one of you must've done something really silly.
The code for buildability checks is actually quite complicated. And there are reasons for it as the logic is compliated.
Sounds like a good topic for a FF :) It's better than it was, still complicated but better.
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Re: [0.12.10] [kovarex] ghost gates & placed gates are treated differently

Post by Twisted_Code »

Rseding91 wrote:
kovarex wrote:
Twisted_Code wrote:How did this bug even happen anyway? Seems to me one of you must've done something really silly.
The code for buildability checks is actually quite complicated. And there are reasons for it as the logic is compliated.
Sounds like a good topic for a FF :) It's better than it was, still complicated but better.
I'd be interested in such an FF, because frankly, I can't understand how it's so complicated. If the two objects are the same and oriented the same, the blueprint should ignore it. If the two objects are fast-replace compatible, the blueprint should build over the old one. What more is there to it?
Edit: speaking of which, today is Friday... and it looks like you explained it in today's post.
How to report bugs effectively (archived version)because everyone should know this.
The game's tech tree, a visual reference guide.
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