I first observed this while debugging a bug report for my mod (https://mods.factorio.com/mod/LogiNetCh ... 000ce7b461), but I was able to reproduce it in a vanilla savegame. Repro steps:What did you do?
- I set up a simple logistic network with a single roboport and a logistic chest containing an item stack
- I used "/c game.player.force.research_all_technologies()" to research all technologies (to enable the "wifi button" on inserters)
- I set up three inserters with the same logistic condition to enable only if the item is > 0
- Using '/editor', I created a force 'player2'
- Still in '/editor', I reassigned inserters 2 and 3 to the 'player2' force
- Lastly, I switched out of '/editor' and then for inserter 3 I toggled off and on the "Connect" checkbox in the inserter logistics menu
Inserter 2 still reads its contents from the 'player' logistic network even though it has been reassigned to the 'player2' force. Inserter 3 initially has the same problem but it is fixed after toggling the "Connect" button. Inserter 1 reads the network contents as normal.What happened?
Inserters 2 and 3 should have immediately recalculated logistic network connections when the force reassignment occurred, and thus should no longer read the logistic network contents from the 'player' force. This would make it consistent with the force reassignment behavior of roboports and logistic chests.What did you expect to happen instead?
Logfile and savefile are attached