[0.17.41] Deconstruction bots choose random distant storage chest
Posted: Sun May 19, 2019 7:08 am
When deconstructing stuff using the Deconstruction Planner, bots will choose a (apparently) random Storage Chest chest to deposit deconstructed items in, sometimes very far away, despite the availability of nearby Storage Chests.
I expected the bots to choose the nearest Storage Chests with available slots and appropriate (or absence of) filter.
I attached a save file of a simple scenario I constructed to demonstrate this, as I observed it on 0.17.41. The player is next to a 2-Lane railway T-Junction unconnected to anything, in the middle of a logistics network composed of 3x3 RoboPorts within logistics range of each other. Next to each roboport is a Storage Chest. You can try deconstructing the railway T-Junction using the deconstruction planner. Observe that some of the bots are going to deposit the deconstructed items further away than the nearest 4 storage chests. You can then reconstruct and subsequently deconstruct the T-Junction multiple times to observe different storage chests being chosen each time.
I'm in a midlevel game (before "Logistic system" tech: Active Provider, Requester, Buffer chests) with a significant connected logistics network, and this makes construction robots very frustrating to use, because they will be busy transporting the items much further than necessary.
I expected the bots to choose the nearest Storage Chests with available slots and appropriate (or absence of) filter.
I attached a save file of a simple scenario I constructed to demonstrate this, as I observed it on 0.17.41. The player is next to a 2-Lane railway T-Junction unconnected to anything, in the middle of a logistics network composed of 3x3 RoboPorts within logistics range of each other. Next to each roboport is a Storage Chest. You can try deconstructing the railway T-Junction using the deconstruction planner. Observe that some of the bots are going to deposit the deconstructed items further away than the nearest 4 storage chests. You can then reconstruct and subsequently deconstruct the T-Junction multiple times to observe different storage chests being chosen each time.
I'm in a midlevel game (before "Logistic system" tech: Active Provider, Requester, Buffer chests) with a significant connected logistics network, and this makes construction robots very frustrating to use, because they will be busy transporting the items much further than necessary.