Connector jumps, plant corrupt

Logistics Tools & Construction
kayser_ [discord] · 12 months ago

When pasting the second blueprint on top of the first, the expectation is that the result is equal to the second bp.
Actual result is shown to the right. The connector jumps next to the balancer, blocking that path too. The result is...surprising.

image.jpg

kayser_ [discord] · 11 months ago

another case of a jumping connector when a blueprint is placed on top of an existing structure.

image.jpg

Note: I've removed parts to the minimum required to reproduce the issue. The bigger blueprint was a power plant upgrade which failed when the connector jumped.

jemsterr [discord] · 10 months ago

I got this one recently copy pasting a build.
Took remembering that this was a bug to know why the build wasn't working.

kayser_ [discord] · 10 months ago

Yeah, it's can be pretty disrupting if you get it and don't catch it

jemsterr [discord] · 10 months ago

In my case it was a waste bp where I'd made changes to the organic fertiliser part, so removed those bits and pasted that section over the top and the overlapped bit got its connectors moved.

kayser_ [discord] · 10 months ago

Yeah, in my published blueprints, I actually had to make them sub-optimal at points just to avoid this issue

eryk500 [discord] · 7 months ago

Does the connector placement look fine before placing down the blueprint?
Or even before placing the blueprint down does it also look incorrect?

Also, does this affect copy-pasting too or not?

RealisticOptimist · 7 months ago

I just tried @kayser_ [discord]'s 1st example. It breaks as he claims.
I.e. paste on blank ground gives identical copy, ok. Pasting 2nd on top of 1st, it breaks on pasting as shown.
Very easy to reproduce.

grafik.jpg

eryk500 [discord] · 7 months ago

That wasn't what I was asking, but I'll check that myself in that case.

Ok, so it looks like it's not the copied / blueprinted data that's borked,
but likely the automatic repositioning of connectors & pilars on transports that's the issue 🤔.

RealisticOptimist · 7 months ago

Without knowing the code ... looks like an off by one coordinate when placing the connector while merging the transports.

eryk500 [discord] · 7 months ago

I don't think that's the issue. I think it's more to do with the game preffering
to keep exsisting structures, rather than replacing/changing them to match
the blueprint & in that particular case you end-up with something strange going on.

I'll look into that further though 🤔.

RealisticOptimist · 7 months ago

It places the connector where both BPs are same. But it should place the connector where the 90° turn and the connector collide. The logic properly identifies the need for the connector, to resolve this. Then places it in the wrong spot. My hypothesis. I'm curious what you will identify as root cause.

eryk500 [discord] · 7 months ago

It could do with the fact that the code is structured in a way that,
it must put any such (potentially relocated) MiniZipper on an end of a Transport,
and it's not capable of putting one the middle (which makes sense, a Transport entity
doesn't include MiniZipper-s as a part of itself), but it might be that the Transport that it puts
the MiniZipper on the end-of is the wrong one / it wasn't trimmed correctly to do what 's intended.

And, yes, internaly connectors are named MiniZipper-s.

RealisticOptimist · 7 months ago

So ... it must be just one between the connector and the balancer (or other building, but not another connector). 🤔

grafik.jpg

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