32 Replies
Not sure, you can check the source code if you like, I won't be able to look into it for a while
Hi,
I found a possible bug in the Buildable Resource Node Redux :
When I put a Coal node on ground and put a miner on it, the node transforms itself on limestone and I can't dismantle it.
I tried many times to ensure it's okay but same result. The behavior seems to be active only with coal nodes
I'll write it down to look into once I have some time
- are you on a server or singleplayer?
- which purity coal node does it happen to? all of them?
- what if you place the coal node, then save the game and load it again, is it still coal?
Hi, thanks for feedback
- I'm in singleplayer 1.1 (latest version)
- that happens in both purity nodes, whatever the place I put it (on fundation or directly on raw ground)
- I can observe this behavior only on coal nodes, none of others
- the behavior is still present when I quit and reload game, so I can't dismantle the node, seem bugged
I remain at disposal for further information if needed
thanks, I will contact you again later if I need more details
GitHub
Coal nodes becoming limestone nodes? · Issue #6 · budak7273/Satis...
Hi, I found a possible bug in the Buildable Resource Node Redux : When I put a Coal node on ground and put a miner on it, the node transforms itself on limestone and I can't dismantle it. I tri...
Turtlefight did indeed set them up to descend from foundations
I got some time to look into this. I tried with all 3 purities of coal nodes (build node - it stays coal. place miner mk1 - it stays coal, and produces coal. dismantle miner mk1 - it stays coal. dismantle nodes - it works). does it happen with any other mods installed?
Just adding my occurrence with BRN. I have just recently used the mod. I had sulfur sulfur coal nodes placed in Aline spaced just far enough apart that miners would fit on each one. It was fine until I made a mega print of the rocket fuel plant these nodes were feeding. When I then placed the mega print in a new save the first sulfur became coal still showing tho as a sulfur node and the coal node became sulfur still showing as coal node.. Couldn’t dismantle the coal node that miner said was sulfur. I tried replacing miners with new one same thing miner said that it was mining sulfur. I was finally able to dismantle it but I had to dismantle the 2 other sulfur nodes before it would let me dismantle the coal node.
Was using pure nodes and mk3 miners
not sure there is much I can do about how these nodes behave when put in megaprints
Well just kinda went along with the other post about the coal nodes changing type, I know my case is a little different tho.
I appreciate the context, sounds like there is something weird going on but not clear how to reproduce it
Hey, thanks for feedback and investigations 🙏
I tried many times to reproduce exactly this behavior and seems have a context when it appears :
- If I use normal (vanilla no-modded) miners MKx, the ressources nodes remain same and works properly
- If I use modded miners like "World Grid Snapping Extractors by Bababboie" I get the strange behavior
I tried many times with 5 different savegames and get the same behavior that not appears for me with vanilla extractors whatever mk level
To solve my issue with grid positions, I use the World grid snapping to place an extractor, look at the position, build a fundation next to the extractor, dismantle it and reconstruct a vanilla one in place by nudging it to the fundation I placed before to get the right alignment.
So I conclude there is incompatibility between these 2 addons.
Interesting... @Baba_booie{mods.All()} any guess as to what in the world grid snapping mod could lead to this?
Not at all, but I'll do some more testing myself; I did some the other day but didn't find any issues with it, but I'll be more thorough this time
Looks like it's happening when nodes are too close together
They're connecting to the wrong ones
The hitboxes must overlap and it picks the wrong one to attach to
Hmm that could explain the issue I had as mine were close but not overlapping in looks at least.
you can delete them if the miner that's really attached to the node is dismantled first
the miners seem to connect from quite far away, at least to the buildable nodes
And of course I was also using World Grid snapping miners
try spacing them out more before putting miners down; I'll do some more testing and see if I can find the exact range


about that far
I think the buildable nodes have a really big component hanging around, maybe old clearance or something, the might be on my end
yeah, seems it
I can't look into it for a while but it's open source if you want to peek
tighten that up to the 1x1 foundation size and we're in business
yihh I'll give it a looksie
yup found it lol

this sphere's radius is 2400 in game right now; shrinking it down to 400 should do it nicely
testing now c:
the module's .build didn't have the
CppStandard = CppStandardVersion.Cpp20;
line it in, is that intentional?
(I had to add it to build properly)
but anyways yup, there we go; did you need a PR for that or just want to change it on your end?
It's just the one value change on that one class
oop @Robb (Busy)
PR made c:It's only technically needed if you need certain Cpp language features and I guess that mod didn't on my end
Better to just add it yeah
Will test it out after work, thanks
Too easy n__n
well there we go, that is why 🙃

the only change is 2400 -> 400, right? because I forgot I had an open PR from Rex that this now conflicts with
and as Mircea mentioned the blueprint history diff feature is broken
yep