[2.0.35] Roboport ignores .active attribute

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kerdeyosto
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[2.0.35] Roboport ignores .active attribute

Post by kerdeyosto »

Steps to reproduce: hover over a roboport and run

Code: Select all

/c game.player.selected.active=false
Result: nothing happens. Reading back the state with

Code: Select all

/c game.player.print(tostring(game.player.selected.active))
shows it is still true.
Expected: doing the same thing to, for example, an assembling machine changes its state to "disabled by script".
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Rseding91
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Re: [2.0.35] Roboport ignores .active attribute

Post by Rseding91 »

Thanks for the report however that is working as intended. Roboports manage their own active state and mods are not allowed to touch them.
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robot256
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Re: [2.0.35] Roboport ignores .active attribute

Post by robot256 »

Rseding91 wrote: Sat Feb 22, 2025 2:30 am Thanks for the report however that is working as intended. Roboports manage their own active state and mods are not allowed to touch them.
This should be moved to documentation requests. https://lua-api.factorio.com/latest/cla ... tml#active mentions some cases where it has no effect but not roboports.
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