ILLISIS / Constructron-Continued

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Constructron getting stuck while doing a job (trying to path over water when a job doesn't include landfill) #103

Closed gabfv closed 3 months ago

gabfv commented 1 year ago

I keep having constructons getting stuck trying to path over water when doing jobs (see the image below). image image image

The surface itself doesn't have any jobs that include landfill, and thus, it never requests for any landfill to do the job, even though it try to path over water.

I tried to look over the code before opening the issue but couldn't find where exactly the problem would be. Could it be that adding a check if it's trying to path over water for position_done? Or would that affect landfill jobs too?

As for the save, the save is roughly 400 MB, do you know somewhere I can upload that? I'm on Factorio 1.1.74 and my mod list is: base aai-containers aai-industry aai-signal-transmission Advanced-Electric-Revamped-v16 AdvancedArtilleryRemotesContinued advanced_centrifuge AfraidOfTheDark alien-biomes auto-deploy-combat-robots AutoDeconstruct AutoTrash Battery-Pack battery-powered BetterBotsWLK BigFluidWagon bigger-artillery blueprint-sandboxes BlueprintTools bobinserters BottleneckLite combat-mechanics-overhaul Constructron-Continued Crafting_Speed_Research Deadlock-AAII-bridge deadlock-beltboxes-loaders Deadlock-SE-bridge DeadlockStackingExtended DeadlockStackingForKrastorio2 DeadlockStackingForVanilla deadlock_stacked_recipes epic_mining_and_crafting_speed_research equipment-gantry even-distribution Exoskeleton Mark II factoryplanner FactorySearch filter-increase flib FluidMustFlow FluidMustFlowSE FluidWagonColorMask FNEI ghost-counter grappling-gun helmod informatron Inventory Sensor jetpack K2-Fusion-Buff Krastorio2 Krastorio2Assets Krastorio2ExoskeletonBoost Krastorio2RFAC Krastorio2_BioLabModules Kruise_Kontrol Laboratory_Productivity lightArtillery LogisticTrainNetwork LSlib LtnManager LTN_Combinator_Modernized mining-patch-planner ModuleInserterEx Nanobots NuclearFurnace OmegaDrill OmegaDrillSE PipeVisualizer qol_research railloader RailSignalPlannerNeo RateCalculator Reinforced-Walls resourcehighlighter-dark robotworld-continued robot_attrition Robot_Battery_Research rocket-log rusty-locale SchallRemainsPickup se-core-miner-output-helper SE_xors_tweaks shield-projector Shortcuts-ick show-max-underground-distance simhelper solar-calc space-exploration space-exploration-graphics space-exploration-graphics-2 space-exploration-graphics-3 space-exploration-graphics-4 space-exploration-graphics-5 space-exploration-menu-simulations space-exploration-pipes-n-belts space-exploration-postprocess space-exploration-spaceproductivity Space_trains SpeedControl spidertron-extended Spidertron-Start Squeak Through stdlib StoneWaterWell StoneWaterWellAndSE TaskList textplates TheArcFurnaceImp Transport_Drones UltimateResearchQueue underground-pipe-pack VehicleSnap WellPlanner WideChests WideChestsAllTypes WireShortcuts Wood_Gasification XENO-NuclearFurnace-SE

ILLISIS commented 1 year ago

Hi

This is caused when you build two ghosts with a body of water in between. The job chunks merge and the construct positions are calculated based on the size of the job chunk. Water is not taken into account at any stage and tbh I don't see how it can be.

It comes down to the player - what / when / how you do it.

You can try /ctron reset all but ultimately the chunks may merge again and cause the same issue so you may need to remove the ghost on the other side of the water.

gabfv commented 1 year ago

Hello, thanks for the reply. I've gone with landfilling the lake before doing a /ctron reset all. It worked.

However, I've got another minor question, do you know how big the chunks are? Are those the same chunks you see in Factorio debug view?

ILLISIS commented 1 year ago

The chunks I refer to are not the traditional Factorio map chunks and vary in size and shape greatly.

I had code that I recently lost which displayed them and the construct positions, it isn't hard to reproduce and I will update the dev branch with it at some point.