[0.17.58] Blueprint extending beyond explored areas causes deconstruction to fail
Posted: Fri Jul 19, 2019 6:36 pm
Short version:
Blueprint extending beyond explored area causes auto-deconstruction to fail later, and not be possible to set
Longer version:
I am working on making a grid-style layout for this factory, and, to simplify, I have blueprints for the rail layouts. These are twice the length of one of the grid cells, so I can stand at the intersection, lay the blueprint, and move out in each direction.
The problem happens when the blueprint extends into an area I haven't explored yet.
When I shift-click to auto-deconstruct trees and such, then move into the new area, either nothing will be placed (no ghosts), or the ghosts will be placed, but the trees and rocks won't be marked for deconstruction. I figured this might be expected, since the logic of the blueprints didn't know there were trees there when the blueprint was laid. So I go back to the original spot (now that the area has been explored), and shift-click the blueprint again.
Doing so does not mark anything for removal. I can be standing where I can *see* the trees blocking the ghost rails. If I try to place the blueprint, it shows red where the trees are. I hold shift, and the tree-covered areas change color, to show they will be removed. Then I shift-click to place it. And nothing changes. The trees are not marked, and construction can't happen.
What I expect:
It would be nice if the trees were properly marked for deconstruction, even if they are in an unexplored area. What I really expect is that, if I lay the same blueprint over the one that has been blocked (after I have explored the area), that it will trigger the deconstruction of the clutter.
Log, save file, and blueprint attached.
Blueprint extending beyond explored area causes auto-deconstruction to fail later, and not be possible to set
Longer version:
I am working on making a grid-style layout for this factory, and, to simplify, I have blueprints for the rail layouts. These are twice the length of one of the grid cells, so I can stand at the intersection, lay the blueprint, and move out in each direction.
The problem happens when the blueprint extends into an area I haven't explored yet.
When I shift-click to auto-deconstruct trees and such, then move into the new area, either nothing will be placed (no ghosts), or the ghosts will be placed, but the trees and rocks won't be marked for deconstruction. I figured this might be expected, since the logic of the blueprints didn't know there were trees there when the blueprint was laid. So I go back to the original spot (now that the area has been explored), and shift-click the blueprint again.
Doing so does not mark anything for removal. I can be standing where I can *see* the trees blocking the ghost rails. If I try to place the blueprint, it shows red where the trees are. I hold shift, and the tree-covered areas change color, to show they will be removed. Then I shift-click to place it. And nothing changes. The trees are not marked, and construction can't happen.
What I expect:
It would be nice if the trees were properly marked for deconstruction, even if they are in an unexplored area. What I really expect is that, if I lay the same blueprint over the one that has been blocked (after I have explored the area), that it will trigger the deconstruction of the clutter.
Log, save file, and blueprint attached.