[Dominik][0.16.36] Logistic bots don't leave deconstructing port on their own
Posted: Wed Apr 04, 2018 5:02 am
I've been playing the Reddit April Community map and I quickly noticed some oddities with marked-for-desconstruction roboports. I also tested in the vanilla sandbox scenario with all mods disabled to verify my findings. I think I remember a discussion on this before but I couldn't find it. So maybe I'm mistaken? Anyways...
Have a roboport and have some logistic bots headed to it.
Mark that roboport for deconstruction with the deconstruction planner.
Watch the bots not only charge at the marked-for-desconstruction roboport but then go in it!
This leads to constructions bots having to haul off the logistic bots that keep entering the roboport.
I had expected marking the roboport for deconstruction to cause all robots headed to it for recharging to get reassigned to a different roboport. Would be really cool if marked-for-desconstruction roboports would activate all robots inside and have them scatter to other roboports instead of waiting for constructions bots to come along and move them to storage.
To me this is kinda like if every other entity in the game continued to function normally until actually deconstructed; which they don't. Marking anything else for deconstruction halts the entity function right then and there.
Have a roboport and have some logistic bots headed to it.
Mark that roboport for deconstruction with the deconstruction planner.
Watch the bots not only charge at the marked-for-desconstruction roboport but then go in it!
This leads to constructions bots having to haul off the logistic bots that keep entering the roboport.
I had expected marking the roboport for deconstruction to cause all robots headed to it for recharging to get reassigned to a different roboport. Would be really cool if marked-for-desconstruction roboports would activate all robots inside and have them scatter to other roboports instead of waiting for constructions bots to come along and move them to storage.
To me this is kinda like if every other entity in the game continued to function normally until actually deconstructed; which they don't. Marking anything else for deconstruction halts the entity function right then and there.