[12.30] [kovarex] Deactivated roboports still act as roboports

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MrDoomah
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[12.30] [kovarex] Deactivated roboports still act as roboports

Post by MrDoomah »

It might be related to viewtopic.php?f=30&t=23289, but this is the issue:

When deactivating a roboport

Code: Select all

/c game.player.selected.active = false
it still acts as a beacon for robots to charge (but they don't charge, just hover like in the link above) and still extends it construction and logistic areas.
Image
Image

DevilXD
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Re: [12.30] Deactivated roboports still act as roboports

Post by DevilXD »

This bug sometimes also applies to not connected to the power grid/just placed and thus unpowered roboports. They sometimes still extend the logistic area, despite of that.

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Re: [12.30] Deactivated roboports still act as roboports

Post by Rseding91 »

DevilXD wrote:This bug sometimes also applies to not connected to the power grid/just placed and thus unpowered roboports. They sometimes still extend the logistic area, despite of that.
That's by design so robots don't loose jobs from simply power-switching.

Manually setting a roboport to active=false and it not fully shutting down is however a bug.
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Re: [12.30] Deactivated roboports still act as roboports

Post by DevilXD »

Rseding91 wrote:That's by design so robots don't loose jobs from simply power-switching.
Umm, I meant - When you place a roboport where there's no connection to the power grid yet (the next thing to do is obviously place a pole to connect it). For ex. I just placed this roboport outside of the power-grid range:

Image

Notice that it has no connection to the power grid, but still somehow got some power left. It also extends the logistic network's range, despite not being powered yet. The funny thing is that when left like this (unconnected) the power eventually runs out and the roboport just acts like a range extender (I don't exactly remember seeing hovering bots over it...).

Despite all of that, most players, most of the time just place the roboport already in range of the power grid, or connect it right after placing, so it's a hard-to-notice bug...

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Re: [12.30] Deactivated roboports still act as roboports

Post by Rseding91 »

DevilXD wrote:
Rseding91 wrote:That's by design so robots don't loose jobs from simply power-switching.
Umm, I meant - When you place a roboport where there's no connection to the power grid yet (the next thing to do is obviously place a pole to connect it). For ex. I just placed this roboport outside of the power-grid range:

Image

Notice that it has no connection to the power grid, but still somehow got some power left. It also extends the logistic network's range, despite not being powered yet. The funny thing is that when left like this (unconnected) the power eventually runs out and the roboport just acts like a range extender (I don't exactly remember seeing hovering bots over it...).

Despite all of that, most players, most of the time just place the roboport already in range of the power grid, or connect it right after placing, so it's a hard-to-notice bug...
That's what I was referring to. We do that by design - provide some power to the roboport - so it doesn't connect, disrupt robots, then disconnect immediately and have to charge up. That part isn't a bug.
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Re: [12.30] Deactivated roboports still act as roboports

Post by Klonan »

Thanks for the report,

By design roboports start with some power

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Re: [12.30] Deactivated roboports still act as roboports

Post by MrDoomah »

Klonan wrote:Thanks for the report,

By design roboports start with some power
I don't know if you're responding to DevilXD or me, but the bug report wasn't about the power, it was about deactivated roboports.

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Re: [12.30] Deactivated roboports still act as roboports

Post by daniel34 »

MrDoomah wrote:When deactivating a roboport

Code: Select all

/c game.player.selected.active = false
it still acts as a beacon for robots to charge (but they don't charge, just hover like in the link above) and still extends it construction and logistic areas.
Rseding91 wrote:Manually setting a roboport to active=false and it not fully shutting down is however a bug.
Moved back to Bug Reports.
quick links: log file | graphical issues | wiki

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Klonan
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Re: [12.30] Deactivated roboports still act as roboports

Post by Klonan »

daniel34 wrote:
MrDoomah wrote:When deactivating a roboport

Code: Select all

/c game.player.selected.active = false
it still acts as a beacon for robots to charge (but they don't charge, just hover like in the link above) and still extends it construction and logistic areas.
Rseding91 wrote:Manually setting a roboport to active=false and it not fully shutting down is however a bug.
Moved back to Bug Reports.
Oh my bad :D

Setting them to active = false definitely does something odd:
https://gfycat.com/PoorHandsomeDeermouse

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Re: [12.30] [kovarex] Deactivated roboports still act as roboports

Post by kovarex »

Not a bug. We never stated that roboports deactivated from scripts will behave any specified way.

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Re: [12.30] [kovarex] Deactivated roboports still act as roboports

Post by MrDoomah »

kovarex wrote:Not a bug. We never stated that roboports deactivated from scripts will behave any specified way.
Ok fair enough. I assumed deactivated entities behaved as if they where unpowered entities.

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