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[kovarex] [1.1.12] Smart belt inconsistencies

Posted: Sat Jan 16, 2021 11:32 pm
by AntiElitz
I noticed some unexpected behavior with the new smart belt feature while playing normally. So I gave it a stress test to see what is the issue.

This is a compilation of the found inconsistencies.
See: https://youtu.be/mGZOhCx19Sk
Edit: more occurrences from real gameplay:
https://clips.twitch.tv/TameShinyAlfalfaCoolStoryBro
https://clips.twitch.tv/SneakySmellyBearKreygasm

Note: While this may be an unrealistic stresstest, i did encounter some of these issues in normal play. So they also occur there. I just stressed it for the purpose of reproduction for a report. The video is on 10% speed.

Re: [kovarex] [1.1.12] Smart belt inconsistencies

Posted: Wed Jan 20, 2021 4:39 pm
by AntiElitz

Re: [kovarex] [1.1.12] Smart belt inconsistencies

Posted: Thu Jan 21, 2021 3:51 pm
by kovarex
From what I could see, basically all of them was caused by you getting out of reach of the bend part.
Since it was also happening to me, and is quite annoying, I changed it, so the build distance reach is increased (doubled) for finishing the build bend section.

Re: [kovarex] [1.1.12] Smart belt inconsistencies

Posted: Thu Jan 21, 2021 5:36 pm
by AntiElitz
kovarex wrote: Thu Jan 21, 2021 3:51 pm From what I could see, basically all of them was caused by you getting out of reach of the bend part.
Since it was also happening to me, and is quite annoying, I changed it, so the build distance reach is increased (doubled) for finishing the build bend section.
Hope that will fix it. I would be really surprised by that behavior though, since the whole first video is done with "ghost" placements. To be out of range here seems like an odd reason when placing ghost entities.


Also the last clip is not out of range at any time, I can even see the "green" preview here:
Image
Image

Re: [kovarex] [1.1.12] Smart belt inconsistencies

Posted: Thu Jan 21, 2021 5:49 pm
by kovarex
But there were bunch of other things not working properly.