[2.0.15] On Volcanus construction requests don't count as logistic network requests

Bugs that are actually features.
gdubrocks
Burner Inserter
Burner Inserter
Posts: 14
Joined: Sun Sep 25, 2022 5:38 am
Contact:

[2.0.15] On Volcanus construction requests don't count as logistic network requests

Post by gdubrocks »

If I place down 10 assembler ghosts, it shows in the bottom right corner that the logistics network is short 10 assemblers, but if I attach a circuit from the roboport to the cargo depot and set the roboport to "send logistic requests" the construction requests don't make it to the cargo depot.

This is pretty annoying because even if I have a ship over Volcanus with the 10 assemblers in the ship it won't drop them down to the planet automatically.

Expected behavior: All entities in the bottom photo are included in the top photo.
11-14-2024, 23-06-36.png
11-14-2024, 23-06-36.png (83.01 KiB) Viewed 725 times
11-14-2024, 23-07-14.png
11-14-2024, 23-07-14.png (52 KiB) Viewed 725 times
Rseding91
Factorio Staff
Factorio Staff
Posts: 14892
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [2.0.15] On Volcanus construction requests don't count as logistic network requests

Post by Rseding91 »

Thanks for the report. That is intended and never includes construction requests.
If you want to get ahold of me I'm almost always on Discord.
gdubrocks
Burner Inserter
Burner Inserter
Posts: 14
Joined: Sun Sep 25, 2022 5:38 am
Contact:

Re: [2.0.15] On Volcanus construction requests don't count as logistic network requests

Post by gdubrocks »

Why would this be intended behavior? I can't think of a reason why a player wouldn't want construction requests included in the list.

Would it be possible to get an extra toggle that does include construction requests?
gdubrocks
Burner Inserter
Burner Inserter
Posts: 14
Joined: Sun Sep 25, 2022 5:38 am
Contact:

Re: [2.0.15] On Volcanus construction requests don't count as logistic network requests

Post by gdubrocks »

Rseding91 wrote: Fri Nov 15, 2024 9:12 am Thanks for the report. That is intended and never includes construction requests.
Why would this be intended behavior? I can't think of a reason why a player wouldn't want construction requests included in the list.

Would it be possible to get an extra toggle that does include construction requests so that this very common use case could be handled?
Rseding91
Factorio Staff
Factorio Staff
Posts: 14892
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [2.0.15] On Volcanus construction requests don't count as logistic network requests

Post by Rseding91 »

The full list is not know by the game and would need to be computed each tick in a very performance heavy way. Because of that, it is not included.
If you want to get ahold of me I'm almost always on Discord.
gdubrocks
Burner Inserter
Burner Inserter
Posts: 14
Joined: Sun Sep 25, 2022 5:38 am
Contact:

Re: [2.0.15] On Volcanus construction requests don't count as logistic network requests

Post by gdubrocks »

Rseding91 wrote: Sat Nov 16, 2024 12:48 pm The full list is not know by the game and would need to be computed each tick in a very performance heavy way. Because of that, it is not included.
Why is it possible in two separate locations then? It works just fine on the alerts menu in the bottom, and on spaceships.

Would it be possible to
A) Add an option or two on roboports and mention it's performance heavy, the game is so performant and this is such a significant QoL feature that I doubt people would mind.
or
B) Not compute it every tick? Perhaps maintain a list that only gets updated when a building is built (not that often), update it as part of the construction process, or simply run it less often than every tick (every second, when a construction robot gets called/returned)
Nidan
Filter Inserter
Filter Inserter
Posts: 283
Joined: Sat Nov 21, 2015 1:40 am
Contact:

Re: [2.0.15] On Volcanus construction requests don't count as logistic network requests

Post by Nidan »

gdubrocks wrote: Sat Nov 16, 2024 9:59 pm Why is it possible in two separate locations then? It works just fine on the alerts menu in the bottom, and on spaceships.
See FFF 415, section "Faster construction robot tasks". Tl;dr: Things were optimized for 2.0 and we're no longer limited to 600 construction alerts like in 1.1. But there's still no guarantee that the alerts provide the complete list.
Space platforms are a simpler case: There's exactly one construction zone per platform and it includes the whole platform/surface. You could thus, for example (factorio might do something different), keep a running total of the blueprints existing on the surface. No need to invoke construction bot logic or trying to figure out which construction zones a blueprint belongs to.
Post Reply

Return to “Not a bug”