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lamps that are beyond the edge of the screen dont cast a light

Open JAicewizard opened this issue 3 years ago • 7 comments

Describe the bug Glowing lamps that are outside of the screen, but still cast light on tiles within the screen, pop in and out too soon.

How to reproduce Steps to reproduce the behaviour:

  1. Place a series of glowing lamps ~15 tiles appart
  2. Walk in the direction you placed your lamps
  3. You can see them pop in and out.

Note that I do have high tier bobs exoskelet, and concrete.

Screenshots I can add a video if you cant reproduce, but dont have time ATM

Mod list

Details

{ "mods": [

{
  "name": "base",
  "enabled": true
},

{
  "name": "angelsaddons-cab",
  "enabled": true
},

{
  "name": "angelsaddons-mobility",
  "enabled": true
},

{
  "name": "angelsaddons-storage",
  "enabled": true
},

{
  "name": "angelsbioprocessing",
  "enabled": true
},

{
  "name": "angelsindustries",
  "enabled": true
},

{
  "name": "angelspetrochem",
  "enabled": true
},

{
  "name": "angelsrefining",
  "enabled": true
},

{
  "name": "angelssmelting",
  "enabled": true
},

{
  "name": "bobassembly",
  "enabled": true
},

{
  "name": "bobelectronics",
  "enabled": true
},

{
  "name": "bobenemies",
  "enabled": true
},

{
  "name": "bobequipment",
  "enabled": true
},

{
  "name": "bobinserters",
  "enabled": true
},

{
  "name": "boblibrary",
  "enabled": true
},

{
  "name": "boblogistics",
  "enabled": true
},

{
  "name": "boblogistics-belt-reskin",
  "enabled": true
},

{
  "name": "bobmining",
  "enabled": true
},

{
  "name": "bobmodules",
  "enabled": true
},

{
  "name": "bobores",
  "enabled": true
},

{
  "name": "bobplates",
  "enabled": true
},

{
  "name": "bobpower",
  "enabled": true
},

{
  "name": "bobrevamp",
  "enabled": true
},

{
  "name": "bobtech",
  "enabled": true
},

{
  "name": "bobwarfare",
  "enabled": true
},

{
  "name": "Bottleneck",
  "enabled": true
},

{
  "name": "CircuitProcessing",
  "enabled": true
},

{
  "name": "creative-mod",
  "enabled": false
},

{
  "name": "Dectorio",
  "enabled": true
},

{
  "name": "DiscoScience",
  "enabled": true
},

{
  "name": "even-distribution",
  "enabled": true
},

{
  "name": "Explosive Excavation",
  "enabled": true
},

{
  "name": "far-reach",
  "enabled": true
},

{
  "name": "fcpu",
  "enabled": true
},

{
  "name": "flib",
  "enabled": true
},

{
  "name": "FNEI",
  "enabled": true
},

{
  "name": "helmod",
  "enabled": false
},

{
  "name": "KS_Power",
  "enabled": true
},

{
  "name": "LandfillPainting",
  "enabled": true
},

{
  "name": "miniloader",
  "enabled": true
},

{
  "name": "nixie-tubes",
  "enabled": true
},

{
  "name": "Not_Enough_Todo",
  "enabled": true
},

{
  "name": "Nuclear Fuel",
  "enabled": true
},

{
  "name": "PickerAtheneum",
  "enabled": true
},

{
  "name": "PickerExtended",
  "enabled": true
},

{
  "name": "RateCalculator",
  "enabled": true
},

{
  "name": "ReloadModsRedux",
  "enabled": true
},

{
  "name": "reskins-angels",
  "enabled": true
},

{
  "name": "reskins-bobs",
  "enabled": true
},

{
  "name": "reskins-compatibility",
  "enabled": true
},

{
  "name": "reskins-library",
  "enabled": true
},

{
  "name": "ScienceCostTweakerM",
  "enabled": true
},

{
  "name": "SeaBlock",
  "enabled": true
},

{
  "name": "SeaBlockMetaPack",
  "enabled": true
},

{
  "name": "ShinyAngelGFX",
  "enabled": true
},

{
  "name": "ShinyBobGFX",
  "enabled": true
},

{
  "name": "simhelper",
  "enabled": true
},

{
  "name": "SpaceMod",
  "enabled": true
},

{
  "name": "Squeak Through",
  "enabled": true
},

{
  "name": "stdlib",
  "enabled": true
},

{
  "name": "Trees",
  "enabled": true
},

{
  "name": "VehicleSnap",
  "enabled": true
}

] }

Multiplayer N/A

Additional context N/A

JAicewizard avatar Sep 02 '21 17:09 JAicewizard

Thanks for the report. I am aware of this issue and in the past it wasn't something that could be fixed but I just had another look and there may be some recent updates in the base game that allow this to be tweaked. I'll see if I can adjust it to stop this from happening.

jpanther avatar Sep 07 '21 23:09 jpanther

thank you! this is very much appreciated.

JAicewizard avatar Sep 10 '21 10:09 JAicewizard

Although it is a lot less,I can still see some popping at the edge. Maybe this is a factorio bug? your patch seems to be pretty straight forward and logical.

(file was originally an webm, you might need to rename to .webm if your player uses file extensions) https://user-images.githubusercontent.com/19241481/132916928-31292d64-9759-432b-b0fb-55996b56140e.mp4

JAicewizard avatar Sep 10 '21 21:09 JAicewizard

I can see the issue in the video you attached. I'm not entirely sure this is a bug or if it's just a result of other factors like movement speed. If you reduce the player movement speed a little does the issue still occur?

jpanther avatar Sep 10 '21 22:09 jpanther

Taking off all my exoskeletons does still give the same result. It is just at a much slowe pace due to lower speed.

It is early morning here, so the poping is not very visible, but it still exists.

https://user-images.githubusercontent.com/19241481/132947603-4089c97a-bcb0-4d38-92cb-399b6c68c5ec.mp4

JAicewizard avatar Sep 11 '21 12:09 JAicewizard

I tried with a 100% clean mod setup with only dectorio and creative, and found that this only happens with coloured lamps, if colour is ignored they do not pop.

EDIT: my save file containing the tests. dectorio_test.zip

JAicewizard avatar Sep 11 '21 12:09 JAicewizard

Okay well that is definitely weird. I might have to look and see if there's something else about the lamp's parameters that are causing this to happen.

jpanther avatar Sep 11 '21 23:09 jpanther