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logistic and construction robots' movement

Posted: Sun Jun 11, 2017 7:35 pm
by jerocom
I don't know, if it happens only on my PC, but when I for example deconstruct trees, rocks, belts with items, etc. and I have roboport near with storage chest, robots still fly on the other side of my base to another storage chest (chests are not full, and it does not happen with 100%, but it is little inefficient and it makes my logistic system little buggy by blocking the other roboports with charging drones). I have version 0.15.19.
If it was posted before, I'm sorry.
Thank you :)
jerocom

Re: logistic and construction robots' movement

Posted: Sun Jun 11, 2017 9:27 pm
by Therax
I believe logistic bots prefer to place items in existing stacks that are incomplete, even if they are far away. This prevents your storage chests from filling up with dozens of 1 item stacks.

Re: logistic and construction robots' movement

Posted: Mon Jun 12, 2017 7:36 am
by Engimage
Yes currently any trash/deconstructed items bots do try to put to storage chests that already contain that type of item and have free space in them. They do not account the distance to that alternative chest.

While the idea if this behaviour is really nice and beneficial maybe it would be a good idea to actually limit bots from choosing such chests if they are say 10 chunks further than nearest storage chest. This would prevent bots from making some rediculous wood transfers across the whole base.

Re: logistic and construction robots' movement

Posted: Mon Jun 12, 2017 8:29 am
by bobingabout
Also, it seems like whatever chest it chooses as the "Next" chest when one is full is based on the order in which they were connected to the logistics network.

Basically, see it as chests being numbered 1, 2 etc, depending on the order in which they were build/connected, in this case, it would fill chest 1 first, then chest 2, etc. while also following the rule where it will try to fill each chest with a single type of item.

Re: logistic and construction robots' movement

Posted: Wed Jun 28, 2017 1:32 pm
by ssilk
Well, I think a more clever way of pathing would add a nice game value here.