I think this has something to do with the new job selection not allowing robots to travel farther than their range while charged. with no robot speed researched, if the origin and target tiles are > 400 tiles away from each other, logistic bots (and probably construction bots, but I haven't tested this), can get stuck in a loop bouncing back to their origin roboport. to reproduce, just make a setup like in https://www.factorio.com/blog/post/fff-374, but extend it upward until the nearest roboport closer to the destination is > 400 tiles away from the origin.
What did I do: Set up a logistic network where there were no roboports closer than 2x robot range and bots were trying to access a logistic entity (any chest works, I suspect it also works with players and vehicles)
What happened: logistic bots were stuck far away from my base with apparently no way back
What do I expect: logistic bots should always travel to a closer roboport, even when out of charge. A simple solution would be to use the closest roboport/logistic network to the destination as a failsafe if there is no closer roboport than the origin of a bot.
When does it happen: This appears to always happen when there is no roboport either closer than 400 tiles from the destination OR closer to the destination than the bot currently is.
[2.0.14] Stuck logistic bots with hole in network
[2.0.14] Stuck logistic bots with hole in network
- Attachments
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- origin in purple box, destination in red box
- src-dest.png (149.45 KiB) Viewed 280 times
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- logistic bug.zip
- simple example, can't deliver the stone bricks
- (2.8 MiB) Downloaded 10 times
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- factorio-current.log
- (20.97 KiB) Downloaded 12 times
Re: [2.0.14] Stuck logistic bots with hole in network
Thanks for the report. I can't reproduce it using the provided save file. I think this could be a duplicate of 118933.