When deactivating a roboport
Code: Select all
/c game.player.selected.active = false
Code: Select all
/c game.player.selected.active = false
That's by design so robots don't loose jobs from simply power-switching.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.
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:Rseding91 wrote:That's by design so robots don't loose jobs from simply power-switching.
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.DevilXD wrote: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:Rseding91 wrote:That's by design so robots don't loose jobs from simply power-switching.
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...
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.Klonan wrote:Thanks for the report,
By design roboports start with some power
MrDoomah wrote:When deactivating a roboportit 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.Code: Select all
/c game.player.selected.active = false
Moved back to Bug Reports.Rseding91 wrote:Manually setting a roboport to active=false and it not fully shutting down is however a bug.
Oh my baddaniel34 wrote:MrDoomah wrote:When deactivating a roboportit 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.Code: Select all
/c game.player.selected.active = false
Moved back to Bug Reports.Rseding91 wrote:Manually setting a roboport to active=false and it not fully shutting down is however a bug.
Ok fair enough. I assumed deactivated entities behaved as if they where unpowered entities.kovarex wrote:Not a bug. We never stated that roboports deactivated from scripts will behave any specified way.