Comments (9)
Confirmed that this still is a problem in new saves.
from factorio-tycoon.
Couldn't find anything causing this in e33903d...87cebd0
from factorio-tycoon.
ooh, i think we're having this again... it's after v0.4.0
is it supposed to be like that or have i missed something?
note: excavation pit had proper coords and looked centered, but house is now having a {+1,+1}
position
from factorio-tycoon.
I haven't seen this yet. Would you mind attaching the savegame?
from factorio-tycoon.
hmm, i think it will happen for any town, i'll check other ones on this map (it's big, but i can shrink it) and another save
maybe it's related to town_hall position or w/e else...
- same map: 2 towns are bugged
- another save: can't force my lovely town to build (big, 5K citizens) - it's blocked by #186, lol
this isv0.3.x
save
moved debug logs into that bug
- fresh newly generated town in 5K citizen save - same offset :(
while was working on limits and PRNG stuff
btw, rbgen
works in my save really good - didn't test it here, previously...
from factorio-tycoon.
ok, stripped-off "big" map: test.tycoon_1633975416_sands.play-3-bug-stripped.zip
2 towns has offsets (Gearford and Steamridge), but Conveyorburg being stuck with construction
from factorio-tycoon.
found why it's like that. when using CityPlanning:: addCity()
function - position is forcefully set just as given... just imagine, it can be: {+1/3, +2/3}
but town_hall.position
is always {+0.5, +0.5}
(though being apparently 6x6) - we'd better always floor()
it and never use it directly (mostly because of LuaEntity
) as we can use City:: .center
field instead.
also, tag with gps are slightly off, i.e. not perfectly centered
pushing fixes into winex:pr-2
...
it's too bad that in Factorio graphics can break the code :(
edit: forcing floor()
i.e.: center = { x = 2800, y = -3696 }
(even from console for the above city) seems to fix new houses position. looks like it's related to rounding issues when there are 0.5
s everywhere. will test positive coords...
i decided to leave tags at the start of initial grid -- to always see why it is like that ...or we can just add +1.5*CELL_SIZE
later
from factorio-tycoon.
Thank you for addressing this issue and providing a fix! Should we close this issue @winex ?
from factorio-tycoon.
@bahrmichael, yes. should never appear in new version
from factorio-tycoon.
Related Issues (20)
- tech migration tests
- level 10 productivity research should not break in new milestone
- Updating to 0.3 does not unlock the chicken recipe. HOT 1
- gui: show requirement of minum lower tier houses HOT 1
- graphics: chicken to have red hats
- graphics: dairy products picture to replace fermentation picture HOT 1
- Multiplayer desynchronization after last update HOT 10
- bug: in multiplayer the city range overlay disappears/appears incorrectly when multiple people use it HOT 1
- balancing: v0.4.x amount of fishery is too low HOT 6
- dev experience: checks for crowdin contributions HOT 2
- feat: RBGen - Region Based Generator for industries and probably even cities HOT 21
- bug: v0.4.0 regression - cities doesn't consume construction materials from stores HOT 1
- bugs: playtest issues
- bug: random multiplayer desyncs with mods [need-info] HOT 1
- Replace urban planning center mechanic with craftable and placeable town halls
- Support multiple surfaces
- Tier-based floor style
- mod support: alien-biomes + HOT 1
- bug: used-bottles-store built outside of CITY_RADIUS won't get used bottles HOT 1
- refactor how we keep track of entities HOT 1
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