[2.0.34] Roboport property "robot_vertical_acceleration" has no effect

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JamieNyanchi
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[2.0.34] Roboport property "robot_vertical_acceleration" has no effect

Post by JamieNyanchi »

Hello! I apologize if this isn't the correct place to report this.

I am attempting to adjust the "robot_vertical_acceleration" property on roboports and roboport equipment, like this (I purposefully used high values here):

Code: Select all

data.raw["roboport"]["roboport"].robot_vertical_acceleration = 25
data.raw["roboport-equipment"]["personal-roboport-equipment"].robot_vertical_acceleration = 50
data.raw["roboport-equipment"]["personal-roboport-mk2-equipment"].robot_vertical_acceleration = 75
When loading the game up though, the roboport did not have this property adjusted. The roboport equipment did, however. I expected this to work because the roboport and roboport equipment both have this property listed as changeable in the API docs (https://lua-api.factorio.com/latest/pro ... celeration).

I have attached a small test mod that implements the code listed above, a screenshot of what I observed in the game, and the log file created when I tested this, in case that helps at all.

Thank you!
Attachments
RoboportProperties.png
RoboportProperties.png (153.09 KiB) Viewed 388 times
factorio-current.log
(7.18 KiB) Downloaded 21 times
TestMod_1.0.0.zip
(1.27 KiB) Downloaded 21 times
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boskid
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Re: [2.0.34] Roboport property "robot_vertical_acceleration" has no effect

Post by boskid »

Looks like you are right. I could simply get rid of this now given that worker robot optimization changed the bobbing up and down to be hardcoded sine wave with period of 90 ticks and amplitude of 0.25.
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Re: [2.0.34] Roboport property "robot_vertical_acceleration" has no effect

Post by Rseding91 »

I think, robots having a hard coded bob is fine. It being hard coded means the game doesn’t need to try to validate everything and or handle migrations if it changes.
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