[0.11.15] [kovarex] Could sleep more

This subforum contains all the issues which we already resolved.
dee-
Filter Inserter
Filter Inserter
Posts: 416
Joined: Mon Jan 19, 2015 9:21 am
Contact:

[0.11.15] [kovarex] Could sleep more

Post by dee- »

*yawn* yeah, I really could. :|


Okay, this is maybe not strictly about a bug but just simply optimizing potential, but maybe it is.

All around are passive belts (those with the red circles) but there are some belts that are doing nothing but are active (no red circle) while they could be set to passive.

Image
^^^ There are also some in the lower left corner.
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.11.15] Could sleep more

Post by kovarex »

Strange, do you have the save?
dee-
Filter Inserter
Filter Inserter
Posts: 416
Joined: Mon Jan 19, 2015 9:21 am
Contact:

Re: [0.11.15] Could sleep more

Post by dee- »

Here is a recent savegame of the world.

As I can't check right now if the effect is visible in this savegame (it should), please give me a short reply if you can see it.
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.11.15] Could sleep more

Post by kovarex »

Btw, I just noticed, that belts built by construction robots are not asleep, could it be the way you built them?
dee-
Filter Inserter
Filter Inserter
Posts: 416
Joined: Mon Jan 19, 2015 9:21 am
Contact:

Re: [0.11.15] Could sleep more

Post by dee- »

kovarex wrote:Btw, I just noticed, that belts built by construction robots are not asleep, could it be the way you built them?
Hmyeah, that's possible.
Normally I tinker around a bit, blueprint it, raze everything and have robots rebuild the plans in a more compact fashion.
Sounds plausible. For example the belts in the lower left were also built by robots.
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.11.15] [kovarex] Could sleep more

Post by kovarex »

So thanks for the report, it is now fixed for 0.11.16
changelog wrote: Fixed that transport belts built by the construction robots were not deactivated properly.
dee-
Filter Inserter
Filter Inserter
Posts: 416
Joined: Mon Jan 19, 2015 9:21 am
Contact:

Re: [0.11.15] [kovarex] Could sleep more

Post by dee- »

kovarex wrote:So thanks for the report, it is now fixed for 0.11.16
changelog wrote: Fixed that transport belts built by the construction robots were not deactivated properly.
You're most welcome ^^
dee-
Filter Inserter
Filter Inserter
Posts: 416
Joined: Mon Jan 19, 2015 9:21 am
Contact:

Re: [0.11.15] [kovarex] Could sleep more

Post by dee- »

Okay, with 0.11.16 already built belts from the older savegame are still not sleeping. Should they?
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.11.15] [kovarex] Could sleep more

Post by kovarex »

dee- wrote:Okay, with 0.11.16 already built belts from the older savegame are still not sleeping. Should they?
They are not, as they are deactivated only when some item or character get out of it (to save processing).
kovarex
Factorio Staff
Factorio Staff
Posts: 8207
Joined: Wed Feb 06, 2013 12:00 am
Contact:

Re: [0.11.15] [kovarex] Could sleep more

Post by kovarex »

I could do a migration but I didn't feel like it is worth it.
Post Reply

Return to “Resolved Problems and Bugs”