[1.1.80] Grid position initially incorrect with waterfill tiles
Posted: Sat May 27, 2023 10:43 pm
I've run into an issue that can arise when creating blueprints using mods such as Noxys Waterfill or Explosive Excavation that add waterfill-type tiles.
Reproduction:
1- Take a blueprint that uses a known grid position value, like the `blueprint.txt` attached (has an absolute position of (2, -20), and a size of 48x48).
2- Place it somewhere on water, or use the editor to replace the tiles around it with water.
3- Blueprint it again, tick the 'tiles' box, but deselect the waterfill/explosives tile.
4- Set the size and grid position to whatever the original blueprint had, and save the blueprint.
5- Notice that it's not snapping to the same place as the original blueprint.
6- Re-open the new blueprint, and see that the values for grid position have changed from what you set.
7- Re-set them to the correct values, and save again. It should snap correctly now.
I've attached a video showing this issue when using Explosive Excavation. This does not happen in plain vanilla with no waterfill-type mods, but I'm not sure if it's an engine issue or a mod-specific issue.
Reproduction:
1- Take a blueprint that uses a known grid position value, like the `blueprint.txt` attached (has an absolute position of (2, -20), and a size of 48x48).
2- Place it somewhere on water, or use the editor to replace the tiles around it with water.
3- Blueprint it again, tick the 'tiles' box, but deselect the waterfill/explosives tile.
4- Set the size and grid position to whatever the original blueprint had, and save the blueprint.
5- Notice that it's not snapping to the same place as the original blueprint.
6- Re-open the new blueprint, and see that the values for grid position have changed from what you set.
7- Re-set them to the correct values, and save again. It should snap correctly now.
I've attached a video showing this issue when using Explosive Excavation. This does not happen in plain vanilla with no waterfill-type mods, but I'm not sure if it's an engine issue or a mod-specific issue.