Construction Planner Continued

by azaghal

Ghosts require player's approval before construction bots are dispatched. This gives the player improved control over what parts of the factory get built, and when.

Utilities
7 hours ago
1.1 - 2.0
2.56K
Logistic network Blueprints

b [CONFIRMED] Placement conflicts

2 months ago

I'm using modular blueprints - e.g. I have a blueprint that stamps down a generic train station and depending on how many loading/unloading stations I need, I simply add several copies of a 'station track', at the appropriate distances. However, in places where the tracks should connect, the ghosts are not placed.

Let me know how I can send you some screenshots to illustrate the issue.

2 months ago

Hello schoos76,

It would be helpful if you could provide me with 2-3 simple blueprints and reproduction steps. Screenshot is helpful as well, but if I can easily reproduce the issue that will be way easier to troubleshoot.

Btw, make sure you can reproduce the problem with only the Construction Planner mod enabled as well - just in case it's some kind of interaction between the different mods.

Best regards,
Branko

2 months ago

Ah, sure. didn't think of that. I'll verify that it's working as observed, even in in a stripped down environment and then provide blueprint strings and instructions here. I'll follow-up over the weekend.

2 months ago

Hm... Ok, given how quirky the rails are in the game (being kinda irregular shapes and all of that in a grid-based system), I actually tried to mess around a bit with the blueprints that involve them.

So... I'll wait for you to produce the sample blueprints for me, but what I've tried is using something like this:

0eNqV1NtqxCAQBuB3mWsXqibR+CplKdlEtkJigpqlIfjuzWG7NNTC5HLU/xOGYWa4taMenLEB1Aym7q0H9T6DN3dbtetZmAYNCkzQHRCwVbdWrjItRALGNvoLFI1XAtoGE4ze81sxfdixu2m3PHgl69E9dHPZAAJD75dMb9ePFkcSmEBd8myhG+N0vd8VkfwR2Uv0YcHun+Efk/Inmh9RlkA5Gs3xaIZGBR7N0WiJRwssyigeFVj0p6X0aIqEKXHjxHYxk0eRJsQS3c+nyWNCoW9nGZpk6EmGl0mGnWVEkuFnmTyu+2DbGOrXgiHw0M7vgyJpJkompGSUiyLGb8IWfUM=

And basically trying to place multiple copies of blueprint down by offsetting them horisontally (kinda like building a train stacker), while having the auto-approval disabled. Unfortunately, even force-pasting (via shift-left click) won't place all the required rails - mainly it won't let you connect to existing unapproved ghost. Technically speaking, it will complain about placeholder ghost being in the way.

If you are facing the same issue, the bad news is that this is probably not solvable with the way the mod is implemented. I'm thinking that maybe I could change something around collision layers, but... Not sure if that would work correctly (I think the placeholders have to collide with the rest of the ghosts for some good reason (tm) as well).

Best regards,
Branko

2 months ago

Yeah, exactly that's my issue.

On the other hand .. right now it's not bothering me at all, as I change my way of working with blueprints. In the past, I was working with modular prints (e.g. additional load/unload rails, loader/unloader stations) that I placed 'as needed' on Nauvis. Right now, I'm preparing bigger blueprints first in the Blueprint lab und place those down on Nauvis and I have less/none of these collisions.

2 months ago

Hm... Well... I have been doing some experimentation to see if I can completely do away with using the placeholders as ghosts (and instead placing them as entities that do not collide with anything).

It seems to work, but I have this nagging voice in the back of my head that there's a reason they are implemented as ghost...

Best regards,
Branko

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