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[1.1.35] Non personal construction robots don't schedule new tasks, when a singular robot could not finish its job

Posted: Thu Jul 01, 2021 4:55 pm
by AuxiliusM
What did you do?
I was intending to build a large structure with blueprints like seen in the picture. Obstructing trees rocks etc. were marked beforehand with the deconstruction tool.
(See Fig.1)
Fig1.jpg
Fig1.jpg (714.21 KiB) Viewed 1462 times
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What happened?
1/20000 robots got stuck because they could not construct their payload. It could not finish his construction job, because there is a tree in the way. The tree is marked for deconstruction, but is outside the construction area (? - its right on the edge), therefore it does not get deconstructed.
(See Fig.2)
Fig2.jpg
Fig2.jpg (824.84 KiB) Viewed 1462 times
This is a hard lock until resolved manually, no matter the wait time. There are thousands of possible construction jobs available, even ones that would build roboports, moving this tree into the construction-area, but the roboport system does not schedule a singel one.

All required materials are present. When manually unstuck, the system will schedule thousands of jobs in the next few minutes. Although the system is sometimes very slow until it uses its full 20k robots again and just uses a few thousands (2k-5k) for like half an hour which is also quite annoying.

This happened repeatedly, even with all mods disabled.

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What did you expect to happen instead?

The system should not get stuck on such a thing. In addition, it should always use its full power to construct, when construction robots, materials and unfulfilled build orders are present.

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The Save:
https://www.dropbox.com/s/myiml0gsdpfm4 ... 5.zip?dl=0

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If there are any question feel free to ask. Thx in advance.

Re: [1.1.35] Non personal construction robots don't schedule new tasks, when a singular robot could not finish its job

Posted: Thu Jul 01, 2021 5:05 pm
by Loewchen
There is no hard lock in the save provided. You absurdly overloaded the bot network by placing thousands of ghosts that cannot be placed yet, so it takes a while for jobs that are actually viable to cycle through. NaB.

Re: [1.1.35] Non personal construction robots don't schedule new tasks, when a singular robot could not finish its job

Posted: Thu Jul 01, 2021 5:08 pm
by AuxiliusM
Not hard lock as in "game locks up", hard lock as in "no new tasks get scheduled, until i chop this tree by hand" sry for the ambiguity, false use of words.

Edit: I will let it run for a few hours to see if the system cycles through to the viable jobs, but no such luck so far.

Re: [1.1.35] Non personal construction robots don't schedule new tasks, when a singular robot could not finish its job

Posted: Thu Jul 01, 2021 5:36 pm
by AuxiliusM
It seems i was too impatient, after 20ish minutes it unstuck itself. Still does not use its full capacity in a timely fashion. On the one hand that's slightly unsatisfying, but on the other hand it may not even be designed to scale so far into late game.

still thx, could be improved tho c: