Open bahrmichael opened 1 year ago
hmm, i've ran into this issue with one auto-generated town by rbgen
right now.
it has only trees around it - doesn't build steps try to remove them?
bugged town just returns by this: https://github.com/bahrmichael/factorio-tycoon/blob/743d716ab55fd0c79a4ef0a3f8d9c98c1b5f20cf/city.lua#L799-L803 that Queue for that city is empty for some reason? i don't understand that, yet
61091.527 Script @__tycoon__/city.lua:794: attempts: 10
61091.527 Script @__tycoon__/city.lua:796: debug A: allowedCoordinates: nil
--- repeats, no point B ---
roadEnds
for this town is { first = 6, last = 5 }
- might it be because it can't build roads when they're looped like that? it seems that updatepossibleBuildingLocations()
is not called from: https://github.com/bahrmichael/factorio-tycoon/blob/743d716ab55fd0c79a4ef0a3f8d9c98c1b5f20cf/control.lua#L39-L42
another town with treasury already-built on the map passes this check and:
61108.551 Script @__tycoon__/city.lua:794: attempts: 10
61108.551 Script @__tycoon__/city.lua:796: debug A: allowedCoordinates: nil
61108.551 Script @__tycoon__/city.lua:808: debug B: coordinates: {x = 2, y = 4}
61180.733 Script @__tycoon__/city.lua:794: attempts: 10
61180.733 Script @__tycoon__/city.lua:796: debug A: allowedCoordinates: nil
61180.733 Script @__tycoon__/city.lua:808: debug B: coordinates: {x = 3, y = 7}
61252.800 Script @__tycoon__/city.lua:794: attempts: 10
61252.800 Script @__tycoon__/city.lua:796: debug A: allowedCoordinates: nil
61252.800 Script @__tycoon__/city.lua:808: debug B: coordinates: {x = 7, y = 6}
the last town doesn't seem to decrease construction materials from HW-store! it's still 100 plates, 100 bricks after 3 houses built -- another little issue -> #273...
here some debug logs added of big town (5K citizens, started as v0.3.x
save!):
2105.633 Script @__tycoon__/city.lua:829: debug B: coordinates: {x = 57, y = 22}
2105.633 Script @__tycoon__/city.lua:829: debug B: coordinates: {x = 57, y = 10}
2105.633 Script @__tycoon__/city.lua:829: debug B: coordinates: {x = 59, y = 49}
2105.633 Script @__tycoon__/city.lua:829: debug B: coordinates: {x = 58, y = 33}
2105.634 Script @__tycoon__/city.lua:829: debug B: coordinates: {x = 58, y = 46}
2105.634 Script @__tycoon__/city.lua:829: debug B: coordinates: {x = 66, y = 34}
2105.634 Script @__tycoon__/city.lua:829: debug B: coordinates: {x = 41, y = 13}
2105.634 Script @__tycoon__/city.lua:829: debug B: coordinates: {x = 71, y = 56}
2105.634 Script @__tycoon__/city.lua:829: debug B: coordinates: {x = 24, y = 27}
2105.634 Script @__tycoon__/city.lua:829: debug B: coordinates: {x = 72, y = 57}
2105.635 Script @__tycoon__/city.lua:895: unable to construct: simple
it just tries 10 times and nothing happens... hmm, we should revise that code some time later...
this part of issue https://github.com/bahrmichael/factorio-tycoon/issues/186#issuecomment-1986058243 is probably because city.roadEnds
was fully emptied when chunk is not charted. that's when rbgen
placed towns in dark areas of map. trying to fix in new PR - one more migration, lol
Can also happen for other reasons, like being locked in between water, cliffs, resources and entities.