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[1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 10:14 am
by Lubricus
Robots in vehicles with roboports take their sweet time to react and start building things. It works properly when I am in the vehicle. Deconstructing trees and similar seems to work even when I am not present. With trains you have to be in the cargo wagon with the roboport.
I am using angels mods and both Crawler robot wagon(Angels addons-mass transit) with vehicle construction roboport (Angels industries) and Crawler construction vehcile (Angels industries) have the problem.
OBS it's not a new issue it was present in older versions to.

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 12:51 pm
by Dev-iL
How many robots are active in the map? What you're describing usually indicates that the logistic network's internal queue is very long (due to many robots). If so, this is probably "working as intended".

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 12:56 pm
by Klonan
Dev-iL wrote: Thu Jan 14, 2021 12:51 pmIf so, this is probably "working as intended".
Ok if you say so, moving to not a bug

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 1:16 pm
by Dev-iL
Klonan wrote: Thu Jan 14, 2021 12:56 pm
Dev-iL wrote: Thu Jan 14, 2021 12:51 pmIf so, this is probably "working as intended".
Ok if you say so, moving to not a bug
Didn't know I had that power... I think I'd like to move some "non-bugs" to "assigned"... :)

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 5:08 pm
by Lubricus
Klonan wrote: Thu Jan 14, 2021 12:56 pm
Dev-iL wrote: Thu Jan 14, 2021 12:51 pmIf so, this is probably "working as intended".
Ok if you say so, moving to not a bug
It's definitely a bug. I know of the problems when you have to many ghosts on the map. It have an similar effect. This only affect robots in vehicles with roboports and when the character isn't pressent in the vehicle. So it's not the problem with the construction queue. A loong random delay is pressent even with just a few ghosts on the map and when you jump into the cargo wagon the construction bots imediatly wake up and start to work. Strangely deconstructing stuff also works.
My guess is that the inventory in the vehicle is sleeping so the construction bot's don't know they have the materials...

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 5:30 pm
by Loewchen
Post a save that shows the issue, see 3638.

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 5:52 pm
by Lubricus
Here is a save with the problem. Try build rails with the building trains when sitting in the locomotive compared to sitting in the cargo wagon with roboports. BP for the traingrid is in game bluprints

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 5:58 pm
by Klonan
You have a lot of ghosts
factorio-run_2021-01-14_18-57-52.png
factorio-run_2021-01-14_18-57-52.png (119.22 KiB) Viewed 4878 times
When the player is in a vehicle there is a special extra check for nearby ghosts, that doesn't happen if the vehicle has no passengers, so they use the normal queue logic

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 6:00 pm
by jodokus31

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 6:30 pm
by Lubricus
Klonan wrote: Thu Jan 14, 2021 5:58 pm You have a lot of ghosts

factorio-run_2021-01-14_18-57-52.png

When the player is in a vehicle there is a special extra check for nearby ghosts, that doesn't happen if the vehicle has no passengers, so they use the normal queue logic
I removed all ghosts with an decon planner and the problem is still present. And it has been present before with only a few ghosts in the map. How often is the "normal queue" called?

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 6:53 pm
by Lubricus
I was testing a little bit more. If you place a ghost in the construction area the bots builds directly.
If you place the ghosts outside the building area and drive into range the bot's take a long time to realize they can build it. Then if you place more ghosts close to the old they only build the new.
If I place a ghost outside the roboport range and then palce a "normal roboport" the robots start to build imediately...

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Thu Jan 14, 2021 7:29 pm
by Lubricus
One more confusing test
I used the decon planer to deconstr trees outside roboport range and drove into range and the bots worked!
Then placed a few ghost rails outside roboport and the bots didn't work. So the inconsistency with deconstr/constr wasn't that I only deconed trees inside the roborange.

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Fri Jan 15, 2021 7:22 pm
by Zavian
Lubricus wrote: Thu Jan 14, 2021 7:29 pm One more confusing test
I used the decon planer to deconstr trees outside roboport range and drove into range and the bots worked!
Then placed a few ghost rails outside roboport and the bots didn't work. So the inconsistency with deconstr/constr wasn't that I only deconed trees inside the roborange.
I believe there are three separate queues. One for Deconstruction requests, one for entity construction requests, and one for tile construction requests. Assuming you have the bots and items available, and everything is within roboport construction range, then game will dispatch 3 bots per tick, (deconstruction requests first, then entity build, then tile build).

If you don't have a large number of pending deconstruction orders, then it probably has the shortest queue. So it isn't a surprise that deconstruction requests were processed quickly.

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Fri Jan 15, 2021 11:35 pm
by cbhj1
from the descriptions in this thread, a couple questions pop into mind.

Do equipment roboports have player-avatar bound checks?
Do they start working if the player gets near while they are being sluggish?
Is Spidertron basically a remote controlled player?

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Sat Jan 16, 2021 7:38 am
by NotRexButCaesar
Dev-iL wrote: Thu Jan 14, 2021 1:16 pm Didn't know I had that power... I think I'd like to move some "non-bugs" to "assigned"... :)
hahaha. We all wish

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Sat Jan 16, 2021 5:23 pm
by StormCrow42
cbhj1 wrote: Fri Jan 15, 2021 11:35 pm from the descriptions in this thread, a couple questions pop into mind.

Do equipment roboports have player-avatar bound checks?
Do they start working if the player gets near while they are being sluggish?
Is Spidertron basically a remote controlled player?

The player and player-occupied vehicles are subject to the special player-proximity ghost checking. Unoccupied vehicles are on the global ghosts queue.

Re: [1.1.9] Roboports in vehicles don't work properly

Posted: Sat Jan 16, 2021 8:32 pm
by cbhj1
StormCrow42 wrote: Sat Jan 16, 2021 5:23 pm The player and player-occupied vehicles are subject to the special player-proximity ghost checking. Unoccupied vehicles are on the global ghosts queue.
This shouldn't make a difference for low counts of pending bot operations as described earlier in the thread.
Lubricus wrote: Thu Jan 14, 2021 6:30 pm I removed all ghosts with an decon planner and the problem is still present. And it has been present before with only a few ghosts in the map. How often is the "normal queue" called?