When robots divert to charge at roboport on Aquilo they are jumping backwards. See video attachment.
Seems to be purely visual gameplay is working perfectly otherwise.
Worker robot speed 6 researched.
Using Factorio 2.0.16 experimental / Steam / Linux.
[2.0.14] Bots jumping / snapping backwards on Aquilo
[2.0.14] Bots jumping / snapping backwards on Aquilo
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- bots jumping.zip
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- screenrecording-2024-11-06_11.20.36.mp4
- (1.54 MiB) Downloaded 35 times
Re: [2.0.14] Bots jumping / snapping backwards on Aquilo
Looks like this is just the point they are all running out of power so the position is corrected retroactively, see https://factorio.com/blog/post/fff-421.
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Re: [2.0.14] Bots jumping / snapping backwards on Aquilo
Seems like it, but shouldn't running out of power immediately update the position to avoid such jumps?
Re: [2.0.14] Bots jumping / snapping backwards on Aquilo
The performance optimization means that it doesn't actually check the power level at every point. Seems like it's not checking for how much power is left until after it tries to subtract how much it would have used and sees it was too much. They might have done it that way to avoid an extra step of predicting whether it will run out of power before the next update point. It does seem like it might be worth the tradeoff to make the visuals better thoughDarkShadow44 wrote: Wed Nov 20, 2024 4:27 pm Seems like it, but shouldn't running out of power immediately update the position to avoid such jumps?
My mods: Multiple Unit Train Control, Smart Artillery Wagons
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Maintainer of Vehicle Wagon 2, Cargo Ships, Honk
Re: [2.0.14] Bots jumping / snapping backwards on Aquilo
The performance optimization should take the remaining power into account?
Re: [2.0.14] Bots jumping / snapping backwards on Aquilo
An easy fix is also to reduce the robo energy drain on Aquilo 

Re: [2.0.14] Bots jumping / snapping backwards on Aquilo
Exactly:robot256 wrote: Sat Nov 23, 2024 5:51 pmThe performance optimization means that it doesn't actually check the power level at every point. Seems like it's not checking for how much power is left until after it tries to subtract how much it would have used and sees it was too much. They might have done it that way to avoid an extra step of predicting whether it will run out of power before the next update point. It does seem like it might be worth the tradeoff to make the visuals better thoughDarkShadow44 wrote: Wed Nov 20, 2024 4:27 pm Seems like it, but shouldn't running out of power immediately update the position to avoid such jumps?
It just takes the current speed (based on it being currently out of power or not), and using it as predictor for the next step (which is X amount of ticks). But when the next step is done, it actually calculates how far can it get based on the power, so the "naive" prediction is not precise.
The prediction logic could be improved in the future, but it is not a critical bug to make it a priority.