Description
When trying to place a spidertron ghost on top of an existing spidretron ghost using a blueprint, the new ghost entity will not snap to existing one (effectively refusing to place/overwrite/replace depending on build mode), but will instead place a completely new spidertron ghost.Reproductions steps
- Place spidertron item into player's hand/cursor.
- Place down a spidertron ghost (Shift + Click).
- Create a blueprint out of placed spidertron ghost.
- Place the blueprint created in the previous step into player's hand/cursor.
- Hover with the blueprint over existing spidertron ghost.
- Paste the blueprint over existing spidertron ghost (Shift + Click).
Expected results
- In step (5), the spidertron blueprint entity snaps onto the already placed ghost entity.
- In step (6), pasting fails with the message: "Spidertron ghost is in the way".
Actual results
- In step (5), the spidertron blueprint entity snaps onto the already placed ghost entity.
- In step (6), pasting succeeds, and a new spidertron ghost is placed, and slightly offset to the previous spidertron ghost.
Additional information
This only happens when using blueprints, and in any combination of non-forced/forced/super-forced pasting.The interesting part is that in case of vehicles (cars/tanks), snapping seems to work as expected. While spidertrons generally can kinda coexist in the same spot, the behaviour feels a bit counterintuitive because the player can clearly visually observe that the blueprint is snapping to the existing ghost.
Furthermore, if the blueprint includes some grid-bound entities, like assembler, it is actually possible to place multiple spidertron ghosts in this manner in the very same spot (just try dragging with deconstruction planner on top, you will see multiple spidertrons being listed for deconstruction). On a positive note - looks like bots will refuse to build the spidertrons on top of each other (second construction bot will be stuck waiting for the first-placed spidertron to clear off).