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[0.18.10] Cheating in Tic Tac Toe with Factorio. (Upgrade Markers stay when deconstructing the to be upgraded Entity)

Posted: Mon Mar 09, 2020 10:43 am
by GregoriusT
So I am playing a round of Tic Tac Toe, as I do and everything goes normal.
TicTacToe.png
TicTacToe.png (584.89 KiB) Viewed 1290 times
But then I notice that there wont be a move to win with, if O is blocking me, so I decided to do the only logical thing to prevent a Tie!
TicTacToe_FinalMove.png
TicTacToe_FinalMove.png (85.35 KiB) Viewed 1290 times
BAM, I placed an X ontop of the O! Nobody could have expected that brilliant move!

Is that cheating? No! Clearly the Game thinks that having an X and an O on the same Entity is perfectly valid and that the O should render ontop of the X too. I clearly won this round fair and square!


Jokes aside, placing a Decon Marker on something that is "to be upgraded" will result in the Upgrade Marker staying instead of being replaced/removed by the Decon Marker, and then result in a weird behavior where the Bots want to both upgrade the Entity and remove it too, and we all know that you cant have a Cake and eat it too!

Re: [0.18.10] Cheating in Tic Tac Toe with Factorio. (Upgrade Markers stay when deconstructing the to be upgraded Entity

Posted: Mon Mar 09, 2020 11:43 am
by Rseding91
Thanks for the report. That is an intended simplification and not something that we're looking to change.

Re: [0.18.10] Cheating in Tic Tac Toe with Factorio. (Upgrade Markers stay when deconstructing the to be upgraded Entity

Posted: Mon Mar 09, 2020 12:16 pm
by GregoriusT
I guess that makes the Undo Function easier to leave as is, isn't it. :P

Re: [0.18.10] Cheating in Tic Tac Toe with Factorio. (Upgrade Markers stay when deconstructing the to be upgraded Entity

Posted: Sat Apr 11, 2020 11:09 pm
by GregoriusT
Okay I have been reminded of this and been wondering, why doesn't the Deconstruction Planner remove the O's, just like it removes the Bot Delivery Markers?

The Simplicity Argument was probably for the being able to have both the X and the O at the same place codewise, but not for the Decon Planner being able to remove the O's along with the Entity they are on.

I'm just making sure this has not been labeled as "Not a Bug" because of a misunderstanding of where exactly the problem lies, because it just made too much sense to not check for overlap for lag reasons, while it would not make any sense to not check for it when using the decon planner. ^^