EarendelDevelopers / factorio-mods

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Second Construction Pylon Entity using the same placable_by item break Ghost on Water and allows placing half of the entity. Dummy Item should be used instead. #262

Closed KeinNiemand closed 1 year ago

KeinNiemand commented 1 year ago

Construction Pylons need 2 entiteys so they can be both a roboport and powerpole, and both need to be blueprintable so settings and connected wires are preserved in blueprints. But the way this is solved right now causes issues, with my mod Ghost on Water and just shift click placing.
Currently the second entity with no collision uses the same placment item as the normal enity which means that if you shift click place a pylon blueprint on water or try to place pylons using ghost on water what ends up happening is that the bots will happly come and place the pylon entity with no collsion on water. With Ghost on Water this prevents the real entity from ever beeing build becouse the second entity blocks it, with just shift clicking this results in one the entity beeing placed. I suggest changing the non collision entity so it uses a dummy item to be placed instead of the same item as the main entity, that way it can still be blueprinted for preserving setting/connected wires, but placing it without the main entity of the pylon (the one with collison) would no longer be possible. This is what LTN does for it's station input output combinator entitys and I see no reason why this woudn't work here. While I could try and make the change myself from my mod side, this seems to be an issue better fixed in SE itself, especially since it also causes problems with SE on it's own without my mod.