Roboport64


Roboport logistic area set to 64x64. Construction area and radar increased accordingly.

Tweaks
24 days ago
1.1 - 2.0
2.09K
Logistic network

b [Resolved] Midgame Install Connection Issues

12 days ago
(updated 12 days ago)

While the area is 64 by 64, the roboports don't connect to one another if they're touching. This means you have "full coverage" but you're left wondering why bots can't find their way to somewhere - just to then hit L and see that it's hundreds of networks.

The mod definitely needs some work, I'll update this message once it works.

Edit 1: See https://mods.factorio.com/mod/RoboportRangeMultiplier/discussion/674a0e7da1fb67aa8a2a04eb, the mod that allows you to customize the range doesn't work either and has the same issue.

11 days ago

Hello mlemmm. This mod works as intended, I double checked and found no issues with connection range.

Much like the other mod's owner replied, I won't be able to help you further unless you share what mods you are using.

Some other mod you have is changing the roboport connection distance, which is why you are having this problem.

11 days ago

Hey thanks for the quick response! I play with tons of tweaks mods, hope this list helps https://imgur.com/a/nJar3TY
None of those mods should interfere, I think.
Sorry if I came off rude last time.

10 days ago

Hey again mlemmm, I installed the same modlist as you showed in those screenshots and have no issue with roboport connections.

Another thing I'd like you to try is to take a couple screenshots ingame with all your same mods installed + this mod Roboport64. The following two things are the screenshots I would like to see:
1) The tooltip / sidebar information for the roboport entity that has been placed in the world
2) The roboport logistic / construction areas that should be connecting but are not (hovering mouse over a roboport in the game world)

Here are examples for what I'd like to see: https://imgur.com/a/S7mot02

9 days ago
(updated 9 days ago)

Hi! The other mod's creator figured out what's wrong. See discussion thread https://mods.factorio.com/mod/RoboportRangeMultiplier/discussion/674a0e7da1fb67aa8a2a04eb - it doesn't recalculate existing roboport connections automatically and has to be force-recalculated using a script.

So anyone who installs the mod on an existing world will have issues if they remove roboports, like me who had a 32 grid and then just nilly willy deleted every second roboport.

Hope that helps :D

9 days ago
(updated 9 days ago)

Good to know! Thanks for the update.

For others who find this discussion post and wish to fix this, you can just deconstruct and place the offending roboports down again. The connections will be remade properly when they are built.

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