Right now, if a roboport entity's "active" flag is set to false, the roboport's animations will stop and it will no longer open for robots that approach it, but it still forms a LogisticCell connected to the LogisticNetwork, still charges its internal buffer as needed, and robots will wait forever at such a roboport rather than divert elsewhere. I propose that making a roboport inactive should also disable its logistic and construction radii. Currently the only way to accomplish this effect is to script swapping the entity with a fake roboport (such as a simple-entity-with-owner), which disrupts the network's stats, changes backer names, disconnects connected circuit networks, and wipes out any state the roboport kept (energy level, robots and repair packs contained within, etc.). Changing the roboport's force doesn't work properly either; this does remove it from the logistic network but it will still charge off the same electric network and for good measure still communicates with any connected circuit network! Making it non-operable just prevents showing its GUI and has no other effect. Making it possible to truly disable (and re-enable) roboports would allow mods to manipulate the logistic network much more fluently without having to expose additional interfaces on the network itself.
Edit: It would also be neat for roboports to have non-electric energy sources, but I can see this being at best painful to implement, especially in a way that preserves the existing behaviors for the recharge buffer.
An inactive roboport should disconnect from the logistic network
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- Burner Inserter
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