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[0.13.4] Roboport Robots not deconstructing burned trees

Posted: Tue Jul 05, 2016 1:13 am
by KatherineOfSky
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).

Re: [0.13.4] Roboport Robots not deconstructing burned trees

Posted: Tue Jul 05, 2016 6:43 am
by posila
I tried it in my save and robots deconstructed the burnt trees just fine. And deconstruction did not get cancelled when reloading the game. Could you try to reproduce it again and then upload here your save?

EDIT: Robots on your screenshots don't try to mine the tree, they try to build an item, but tree is in a way. How many construction robots do you have? It seems like all robots have been assigned to construction and no robots were assigned to deconstruction.

Re: [0.13.4] Roboport Robots not deconstructing burned trees

Posted: Tue Jul 05, 2016 7:06 am
by KatherineOfSky
Since I posted the bug report, I had manually deconstructed the trees, and I cannot reproduce the bug any more, even trying new blueprints over other trees in the same area.

I thought the construction robots might have been the cause as well, but I had around 950... 920 of which were available.

At the moment, not having any other problems. Would you still like to see the save?

Re: [0.13.4] Roboport Robots not deconstructing burned trees

Posted: Tue Jul 05, 2016 11:34 am
by posila
If you can't reproduce it, no need to upload your save, but if the bug happens again, please send it to us. Thank you.

Re: [0.13.4] Roboport Robots not deconstructing burned trees

Posted: Tue Jul 05, 2016 5:27 pm
by KatherineOfSky
Ok, I figured it out. After some more solar arrays only being partially constructed, I observed robot behaviour more closely. The trees that block construction are ever-so-slightly out of range of the roboports; their "deconstruction box" (hitbox) is out of the green range of the roboport. However, their "blocking box" overlaps the construction area of the new structures.

So it's not burned trees, specifically, it's any trees. (I'm building in a dense forest atm).

So perhaps not a bug, per se, but not sure if this is intended behavior, since it prevents total automation of building.

Edit: save also shows that the deconstruction (of trees) has been cancelled.

Save file attached.

Also, when placing blueprints of structures that contain many belts, sometimes the robots leave "gaps" -- it's like they "forget" to place a single tile of belt on the ground, though the shadow remains. I have enough materials; all robots have returned to me, and I am out of range of Roboports. Sometimes walking around a bit "wakes them up." Sometimes, after waiting nearly a minute (for testing), they still don't place the belt, and I have to place it manually. Has happened very frequently during this save, which was started in 0.13.0. Happens most frequently with belts, not other structures.