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Multiple job signals within a single interface conflict with each other #134

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DataBeaver opened this issue May 22, 2022 · 0 comments
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Describe the Bug

If a logistic network interface is configured with multiple job signals, it will only process one of them. The priority order is fixed and depends on the iteration order of the params_to_check table in roboport-interface.lua (I'm not sure if it's the same as the one the elements are defined in).

This behaviour is unexpected given that the interface has five slots for signals (enough for all the different jobs plus the "nearest roboport only" control signal). There's no warning about it in-game, and I can't find a mention in the mod's documentation.

To Reproduce

Steps to reproduce the behavior:

  1. Start a new game with Nanobots and Creative Mod (you can substitute another sandbox mod if you wish)
  2. Build a roboport, a logistic network interface and a storage chest (remember to power them)
  3. Configure the logistic network interface to pick up items from the ground and to gather wood
  4. Drop some items on the ground
  5. Put some construction robots in the roboport

Save file & Username

This save file has the above steps done. You can observe how the iron plates dropped on the ground don't get marked for deconstruction. If you remove the signal for gathering wood, the iron plates do get picked up.
Save file: nanobots_bug.zip
Username: databeaver

Log file

factorio-current.log

@DataBeaver DataBeaver added the bug label May 22, 2022
@Nexela Nexela self-assigned this May 24, 2022
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