[0.14.22] Concrete only construction robots stuck charging

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DScoffers
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[0.14.22] Concrete only construction robots stuck charging

Post by DScoffers »

I've noticed something weird happening on my base, which I think classes as a bug.
I've searched the forums but haven't seen another case reported.

This happens with or without mods, but I only use the two below and I don't think they are the cause as I get the same results with them disabled.
Mods: Score Extended and unDecorator.

Problem:
When placing concrete by blueprint, some construction robots get stuck charging at a roboport on their way to construction.
The robots are on one of the 4 charging points like normal, not hovering nearby waiting to charge.

The construction robots go and collect the concrete, start heading towards the construction site, stopping to charge on the way. At any one of the roboports, they stop to charge, but never leave. And by never, I do mean they will stay there until I pickup the roboport to allow me to pick them out of the air manually.
I've checked back on concrete areas 10's of hours later but the same last few tiles of concrete are still ghosts.
Roboports are placed before the concrete blueprint.

All other items; assemblers, inserters, power poles etc. are placed just fine. It's only ever concrete that has this issue.

I can see the robots hovering at roboports all over my base.
I tend to be building constantly, so hadn't really noticed, but I think 3,730 robots are stuck.

I've read the forums alot, and problems like this with blueprinting are usually caused by O or C shaped logistics networks.
My base is basically a big square of roboports in a grid with only one logistics network.

~4,250 roboports
~18,500 logistic robots
~14,000 construction robots

I'm on peaceful mode.
I left the game running with no new construction jobs, and a constant 3,730 robots are unavailable.

If I cancel the ghost for, say 5 tiles, then after around 2 minutes game time, the 5 robots get released. (if it was running at 60UPS)
10280/14000 changes to 10285/14000


Sorry if this has been reported before.
Anyone have any advice?

Savefile: https://we.tl/JljbJGRLrH

Log

Code: Select all

   0.002 2017-02-20 21:33:11; Factorio 0.14.22 (build 25342, win64, steam)
   0.002 Operating system: Windows 7 Service Pack 1
   0.002 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 
   0.002 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
   0.002 Write data path: C:/Users/DavidGames/AppData/Roaming/Factorio
   0.002 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
   0.018 System info: [CPU: AMD FX(tm)-8150 Eight-Core Processor           , 8 cores, RAM: 16347MB]
   0.019 Display options: [FullScreen: 0] [VSync: 1] [UIScale: 100%] [MultiSampling: OFF] [Screen: 255]
   0.023 Available display adapters: 1
   0.023  [0]: \\.\DISPLAY1 - AMD Radeon R9 200 / HD 7900 Series {0x80000, no details}
   0.024  [6]: \\.\DISPLAY7 - AMD Radeon R9 200 / HD 7900 Series {0x80005, [0,0], 3840x2160, 32bit, 60Hz}
   0.025 Create display on adapter 0. Size 1280x720 at position [1270, 702].
   0.490 Initialised OpenGL:[0] AMD Radeon R9 200 / HD 7900 Series; driver: 4.5.13464 Compatibility Profile Context 21.19.407.0
   0.578 DSound: Starting _dsound_update thread
   0.578 DSound: Enter _dsound_update; tid=7656
   0.578 Desktop composition is active.
   0.579 Graphics options: [Graphics quality: normal] [Video memory usage: all] [Light scale: 100%] [DXT: false]
   0.763 Loading mod core 0.0.0 (data.lua)
   0.777 Loading mod base 0.14.22 (data.lua)
   0.895 Loading mod ScoreExtended 1.0.22 (data.lua)
   1.005 Checksum for core: 1291735968
   1.005 Checksum for mod base: 786624017
   1.005 Checksum for mod ScoreExtended: 2617688541
   1.005 Checksum for mod undecorator: 0
   1.456 Info PlayerData.cpp:55: Local player-data.json available, timestamp 1487625617
   1.456 Info PlayerData.cpp:60: Cloud player-data.json available, timestamp 1487589790
   1.728 Initial atlas bitmap size is 16384
   1.732 Created atlas bitmap 16384x8539
   1.732 Created atlas bitmap 4096x968
   1.732 Created atlas bitmap 4096x3648
   8.736 Sprites loaded
   8.736 Convert atlas 4096x968 to: trilinear-filtering 
   8.772 Convert atlas 4096x3648 to: mipmap 
   9.055 Loading sounds...
  10.707 Custom inputs active: 0
  10.752 Factorio initialised
  40.593 Loading map C:\Users\DavidGames\AppData\Roaming\Factorio\saves\A-Post_Launch.zip
  40.637 Info Scenario.cpp:152: Map version 0.14.22-0
  56.561 Checksum for script C:/Users/DavidGames/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 900459546
  56.564 Checksum for script __ScoreExtended__/control.lua: 4146191189
  56.565 Checksum for script __undecorator__/control.lua: 2358461762
1383.546 DSound: Stopping voice
1383.546 DSound: Joining thread
1383.550 DSound: Exit _dsound_update; tid=7656
1383.550 DSound: Waiting for voice to stop ... signaled
1383.550 DSound: Joined thread
1383.550 DSound: Destroying thread
1383.550 DSound: Thread destroyed
1383.550 DSound: Releasing buffer
1383.550 DSound: Voice stopped
1383.550 DSound: Deallocating voice
1383.550 DSound: Deallocated voice
1383.745 Steam API shutdown.
1383.750 Goodbye

Loewchen
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Re: [0.14.22] Concrete only construction robots stuck charging

Post by Loewchen »

Do you have enough logistic storage?

Rseding91
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Re: [0.14.22] Concrete only construction robots stuck charging

Post by Rseding91 »

If you teleport to x=-1080, y=1240 you'll find the robots stuck.

Most likely they've been stuck for a while - something that we fixed in 0.15. You'll need to mine them and then the game will send new robots out.
If you want to get ahold of me I'm almost always on Discord.

DScoffers
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Re: [0.14.22] Concrete only construction robots stuck charging

Post by DScoffers »

@Loewchen - Yes, there's plenty of storage chests. This is definitely not the "bots have nowhere to drop off what they're holding" issue I've seen.

@Rseding91
Thanks for the feedback. Yep, I think they've been stuck for quite a while, and the number seems to be growing.

I teleported to the point you said using the following command, but don't see any bots stuck there.
/c game.player.teleport({1080,1240})

/c game.player.teleport({-1535,470}) takes you to a good example spot. The ghost blueprints are waiting just above and there are bots stuck on most of the roboports around there.

The robots are stuck on roboports all over the map.
That's why I was hoping you wouldn't say I'd have to manually mine them as that means mining the roboport first as well. 3,730 robots all over the place, with a lot in the middle of solar arrays. What fun ;-}

Mmm, I think a better way might be to zoom out really far, then use a deconstruction planner on a big area, followed by a shift-deconstruct.
This will clear the waiting blueprints and release the bots.
I'd have lots of missing concrete dots everywhere, but it's by far the lesser of two evils.

Out of interest would the bots be released when loading the savegame after updating to 0.15?

Cheers for your help.

Rseding91
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Re: [0.14.22] Concrete only construction robots stuck charging

Post by Rseding91 »

DScoffers wrote:Out of interest would the bots be released when loading the savegame after updating to 0.15?

Cheers for your help.
No.
If you want to get ahold of me I'm almost always on Discord.

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