[0.13.4] Roboport Robots not deconstructing burned trees
Posted: Tue Jul 05, 2016 1:13 am
Had a very odd problem today. I queued several solar arrays for construction, and the ones that were overlapping an area where I had burnt trees (with the flamethrower) were not constructed.
Screenshots on imgur: http://imgur.com/a/8KDDE
Basically, whenever a robot went to deconstruct a tree, (and there happened to be one where the roboport was to be placed), it would show sparks until it ran out of energy, and then went back to the 'port to recharge.
Robots would continue to try and remove burned trees with no success.
When my character walked through the un-built arrays, the Personal Roboport bots instantly deconstructed the offending trees with no other intervention. This makes me think that there's something about burnt trees that are bugged -- they they are not able to be deconstructed with network bots when placing a blueprint.
Another thing I noticed was that tree deconstruction was cancelled every time I exited and re-entered the game, forcing me to Shift-click the blueprints over the shadows each time. (Not sure if this is intended or not).
Screenshots on imgur: http://imgur.com/a/8KDDE
Basically, whenever a robot went to deconstruct a tree, (and there happened to be one where the roboport was to be placed), it would show sparks until it ran out of energy, and then went back to the 'port to recharge.
Robots would continue to try and remove burned trees with no success.
When my character walked through the un-built arrays, the Personal Roboport bots instantly deconstructed the offending trees with no other intervention. This makes me think that there's something about burnt trees that are bugged -- they they are not able to be deconstructed with network bots when placing a blueprint.
Another thing I noticed was that tree deconstruction was cancelled every time I exited and re-entered the game, forcing me to Shift-click the blueprints over the shadows each time. (Not sure if this is intended or not).