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[2.0.35] Roboport ignores .active attribute

Posted: Sat Feb 22, 2025 1:04 am
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".

Re: [2.0.35] Roboport ignores .active attribute

Posted: Sat Feb 22, 2025 2:30 am
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.

Re: [2.0.35] Roboport ignores .active attribute

Posted: Mon Feb 24, 2025 3:28 am
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.