[1.1.5] Cameras show entity placement preview on other surfaces

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MagmaMcFry
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[1.1.5] Cameras show entity placement preview on other surfaces

Post by MagmaMcFry »

Bug:
If you hold a buildable entity or blueprint, and a camera GUI element displays an area containing the XY coordinates of your cursor, the placement preview, including obstruction hitboxes, will show up in the camera window even if the surface is not the one you're trying to build on.

I would expect the placement preview to only show up on cameras for the correct surface, or not on camera at all.

Steps to reproduce:
1. Create a new freeplay world.
2. Run the following console command:

Code: Select all

/c
game.player.teleport(game.player.surface.find_non_colliding_position(game.player.character.name, {0,0}, 5, 0.5, false) or {0,0})
game.create_surface("other", { seed = 1337 })
game.player.force.chart("other", {{x = -31, y = -31}, {x = 31, y = 31}})
local camera = game.player.gui.top.add{type = "camera", name = "test_camera", position = {0, 0}, surface_index = game.surfaces.other.index, zoom = 0.5}
camera.style.minimal_width = 300
camera.style.minimal_height = 300
This creates a new surface and a camera rendering it, and teleports your character to the corresponding coordinates on the current surface.
3. Take your furnace, or a blueprint, and move it around as if to place it.
Result: The camera in the top left corner will now show the furnace or blueprint, and the hitboxes of all objects preventing its placement, as if they were at the same coordinates on the other surface.
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posila
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Re: [1.1.5] Cameras show entity placement preview on other surfaces

Post by posila »

Thanks for the report.
Fixed for 1.1.5.

I made camera widget not render entity placement preview (which is how it used to work before 1.1, I believe).
But I also fixed building preview from different surface being rendered on different surface, in case camera widget gets option to enable this :)
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