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

Posted: Fri Apr 08, 2016 5:36 pm
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

Re: [12.30] Deactivated roboports still act as roboports

Posted: Mon Apr 11, 2016 6:38 pm
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.

Re: [12.30] Deactivated roboports still act as roboports

Posted: Mon Apr 11, 2016 7:19 pm
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.

Re: [12.30] Deactivated roboports still act as roboports

Posted: Tue Apr 12, 2016 1:26 pm
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...

Re: [12.30] Deactivated roboports still act as roboports

Posted: Tue Apr 12, 2016 1:32 pm
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.

Re: [12.30] Deactivated roboports still act as roboports

Posted: Tue Apr 26, 2016 11:23 am
by Klonan
Thanks for the report,

By design roboports start with some power

Re: [12.30] Deactivated roboports still act as roboports

Posted: Tue Apr 26, 2016 12:09 pm
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.

Re: [12.30] Deactivated roboports still act as roboports

Posted: Tue Apr 26, 2016 12:16 pm
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.

Re: [12.30] Deactivated roboports still act as roboports

Posted: Tue Apr 26, 2016 12:51 pm
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

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

Posted: Wed Apr 27, 2016 6:56 pm
by kovarex
Not a bug. We never stated that roboports deactivated from scripts will behave any specified way.

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

Posted: Fri Apr 29, 2016 9:21 pm
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.