In some situations (no save yet, I always forget about it, I'm like the robots), the robots forget about the deconstruction. I deconstruct a couple of stuff and when I come back there are still some stuff waiting for deconstruction.
When I select the already marked entities again (in this case trees), the robots will immediately begin deconstruction.
There are plenty of robots free, they can also reach the area, no roboports had been changed.
[0.10.9] Logistic robots forget about deconstructing
[0.10.9] Logistic robots forget about deconstructing
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Re: [0.10.9] Logistic robots forget about deconstructing
You didnt mention it, but I assume you have it. But what about storage?
Ive never had this happen to me. Is this a 0.10.9 bug only?
Ive never had this happen to me. Is this a 0.10.9 bug only?
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Re: [0.10.9] Logistic robots forget about deconstructing
Many storage is free, the issue beguns with some 0.10.x version, not sure, cause it happens not often.
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Re: [0.10.9] Logistic robots forget about deconstructing
Movin to pending until we have some save where it can be reproduced.
Re: [0.10.9] Logistic robots forget about deconstructing
Now when I think about it, it seems to hang together with https://forums.factorio.com/forum/vie ... =23&t=5653
At that time I had much more pending deconstructions, many thousands of trees, and it could be, that the queue took over a minute. I think it must be the reason, cause I now understand, what happened.
And I thought a bit what you also wrote with the queues: From player sight I think there should be two queues (that are enough). A high priority queue and low priority. The low priority could run like now and can take a while, everything in high priority comes after a while into the low priority queue, or if the high priority queue is too big. There should be some visible difference between the queues (the X is smaller?).
And the reason, why I make that is the missing ability to plan (set points, mark areas, name it, write notes...). I point to this https://forums.factorio.com/forum/vie ... f=6&t=4682
At that time I had much more pending deconstructions, many thousands of trees, and it could be, that the queue took over a minute. I think it must be the reason, cause I now understand, what happened.
And I thought a bit what you also wrote with the queues: From player sight I think there should be two queues (that are enough). A high priority queue and low priority. The low priority could run like now and can take a while, everything in high priority comes after a while into the low priority queue, or if the high priority queue is too big. There should be some visible difference between the queues (the X is smaller?).
And the reason, why I make that is the missing ability to plan (set points, mark areas, name it, write notes...). I point to this https://forums.factorio.com/forum/vie ... f=6&t=4682
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Re: [0.10.9] Logistic robots forget about deconstructing
Yes, having different priorities depending how many time it failed to be deconstructed is similar idea.
Re: [0.10.9] Logistic robots forget about deconstructing
Lazy bots.
They came out, did some work on the walls, recharged then went back in the roboport for lunch. Propose giving lazy bots a high-visibility jacket and a clipboard, to differentiate them from the hard-working bots.
They came out, did some work on the walls, recharged then went back in the roboport for lunch. Propose giving lazy bots a high-visibility jacket and a clipboard, to differentiate them from the hard-working bots.
Re: [0.10.9] Logistic robots forget about deconstructing
Haven't watched into the save, but did you saw that: https://forums.factorio.com/forum/vie ... =23&t=5653 ?
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Re: [0.10.9] Logistic robots forget about deconstructing
Yup. I set up this save to make sure the construction bots had no queue before I started, and they were in a lone roboport unconnected to the wider network.