g Blueprint issue
for some reason the loaders are very bad at actually placing correctly via Blueprint, the arrows may point in the right direction but sometimes the belt side does not properly connect to the belts
Do you have a specific blueprint you're seeing this consistently on? Also, which snapping settings are you using? I thought I noticed an issue the other day but couldn't work out how to cause it to happen trying to break it just now.
Literally any BP I could post some examples but it honestly doensts follow the blueprinted direction and orientation and it's really annoying to fix 50+loaders in a BP when the BP is oriented correctly
I understand what you're saying, but the chances of me fixing the issue go up drastically if you a) tell me what snapping settings you're using as I asked, and b) show me an example blueprint string you're seeing issues on.
sorry that was really rude of me i was hella tired/ groggy
https://i.imgur.com/IuxxRZB.png
https://pastebin.com/0Ffb0tXg Reqires B+A
No worries at all, thanks for the info!
I had bots build the blueprint a few times and tried to vary the order of building the chests, belts, and ore crushers before and after the loaders, and couldn't get any loaders to flip around against their intended direction when placed. :(
I'm beginning to suspect that some other mod is also triggering some snapping behavior and throwing a wrench into things - can you upload a small save so I can sync to your full mod set and dig?
https://drive.google.com/file/d/1IHsZP2rYkS9ROSGgweHqy5P5LYGNtsyk/view?usp=sharing
https://drive.google.com/file/d/1oszPQIok8SPx8IA3S3iedFBSh8lvnWRu/view?usp=sharing
theres 2 saves from different points in the game also 2 different versions of factorio .23/.31
we mostly notice it in the "thelab" a creative mod to test out BP/build if you cut and paste any of the loader included builds in there ik for a fact it will glitch out in the .23 older save, i havent done much loader builds since then
we also use nanobots at this point in time
Ok, great - I'm seeing it in your game, inside the lab for sure - but seemingly not able to get it to happen outside? Could be that this is specific to the way the lab mod is doing its automatic blueprint building?
my idea is the snapping feature is getting confused because the belt/inventory isnt there so its not snapping correctly but then in the same X amount of ticks its like oh nvm its here and snaps incorrectly
Dug into the code a bit and this is definitely specific to the way that https://mods.factorio.com/mod/BlueprintLab_Bud17 is triggering an on_built_entity
event when it revives each ghost instead of sending script_raised_built
or script_raised_revive
.