Closed LuminaSapphira closed 2 years ago
Hi, thanks for the bug report. I wasn't really sure how to make the graphical transitions work, so there may be... spandrels of the process, and that may be one of them - I originally set it to something different, in the hopes that it would help, then gave up on it when it didn't seem to do anything. On those grounds, I have no problem at all with adding code to do this. However, in the interests of solving the bug, I tried to find the crater in the world you gave, and I couldn't. See if that lines up with what you see in the map. Since we seem to be getting different results, what other mods were you using at the time, and what version of the mod, and Factorio, were you using?
My apologies, I managed to give you the wrong coordinate from my list of coordinates to check. [314, -170] should be the correct one.
For copy/paste:
game.player.print(game.player.surface.get_tile{314, -170}.name)
The nuclear fill actually looks identical to water, only becoming obvious when used with Alien Biomes, where transitions were not properly generated (this is on the Alien Biomes, side, do not worry). This caused me to believe it was a minor conflict between Alien Biomes and True Nukes. However, I was able to verify that the nuclear-deep-fill does generate in worlds without Alien Biomes. My full mod list is
base @ 1.1.61
Delete-Chunk-Tool @ 1.0.1
test_mod @ 0.0.0
True-Nukes @ 0.2.10
True-Nukes-Graphics @ 0.0.1
test_mod is the aforementioned debug mod that executed the allowed_neighbors fix.
When locating the tiles, I used the Map Editor Tiles > Variations functionality to highlight the tiles, the results of which are below.
Yeah, I've got that now. It turns out that I was messing with the allowed_neighbors
it's just I was doing it badly in so many ways, and I didn't know what it did.
Anyway, I'll fix it in the next release.
Check the new version, that should fix everything.
Steps to recreate issue
nuclear-deep-fill
generated around the edge Map exchange string that demonstrates issue is below.I did a bit of debugging and fighting with poorly documented world generation stuff and it seems to be related to
allowed_neighbors
. When the mod copies the table fromdata.raw["tile"]["water"]
, it doesn't change the property. It's unclear to me what exactlyallowed_neighbors
is used for, but it seems to be used in world generation to create (in-world, not graphical) transitions between tiles. I created a tiny debug mod that simply setsdata.raw["tile"]["nuclear-deep-fill"].allowed_neighbors = {}
, and it seems to fix the issue. Why this only occurs with deep-fill and not the other water tiles is beyond me though.Map exchange string
Issue occurs at around [315, -170] (and many other places)