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Reconsideration of "won't fix" bug regarding ghost-poles not being connected.

Posted: Fri Dec 18, 2020 7:48 pm
by bcwhite
I added a comment to a "won't fix" bug but I'm not sure it was seen.
viewtopic.php?f=58&t=91880

This is not a "minor" issue, nor is it always easily corrected.

If anyone works with a sandbox that has designs that are fully or partially "ghost" (which is often the simplest way) then the upgrade from 1.0 to 1.1 will break those designs. If that breakage is not noticed, which is likely, and a new blueprint is captured from it, then the blueprint becomes broken. At this point, there's no way back other than reverting to an older save... if there is one. If that blueprint is then shared, the corruption spreads.

Re: Reconsideration of "won't fix" bug regarding ghost-poles not being connected.

Posted: Fri Dec 18, 2020 8:47 pm
by Loewchen
This is only a one time issue with migrated save files, if you disagree make a feature request not a duplicate report.

Re: Reconsideration of "won't fix" bug regarding ghost-poles not being connected.

Posted: Fri Dec 18, 2020 9:44 pm
by eradicator

Re: Reconsideration of "won't fix" bug regarding ghost-poles not being connected.

Posted: Fri Dec 18, 2020 10:31 pm
by bcwhite
It's not a duplicate report as the original report was about a placed blueprint having to be placed again.

I'm telling you that the bug is damaging a blueprint template: a work that is kept around and modified as need be. Blueprints are then taken from that for use in the factory.

After the update to v1.1, this template factory is damaged and then blueprints made from it are incorrect. In that, it's not a one-time thing. It's persistent with no easy fix.

Re: Reconsideration of "won't fix" bug regarding ghost-poles not being connected.

Posted: Fri Dec 18, 2020 11:09 pm
by eradicator
How about this?

Code: Select all

/c
  for _,e in pairs(game.player.surface.find_entities_filtered{ghost_type='electric-pole'}) do
    game.player.surface.create_entity{
      name = 'entity-ghost',
      ghost_name = e.ghost_name,
      force = e.force,
      position = e.position,
      }
    e.destroy()
    end