They do respect storage priorities. There is no storage or requester in the logistic network shown in the screenshots and so nowhere for the robots to put repair packs.robot256 wrote: Tue Dec 23, 2025 5:41 pm
Rseding was trying to say that construction robots don't respect storage priorities at all and never will
Search found 16406 matches
- Tue Dec 23, 2025 5:57 pm
- Forum: Not a bug
- Topic: [2.0.72] bots keep taking repair packs and stuck themselves
- Replies: 10
- Views: 235
Re: [2.0.72] bots keep taking repair packs and stuck themselves
- Tue Dec 23, 2025 4:49 pm
- Forum: Not a bug
- Topic: [2.0.72] bots keep taking repair packs and stuck themselves
- Replies: 10
- Views: 235
Re: [2.0.72] bots keep taking repair packs and stuck themselves
Looking into the save this seems to be working as expected. Roboports contain repair packs as a passive provider type - the same as what you've got in the save. When something in that are is damaged the game finds the *closest* provider of repair packs to the damaged thing, - which is the roboport ...
- Tue Dec 23, 2025 1:21 pm
- Forum: Duplicates
- Topic: [2.0.72] Visual bug with stacked blue chips on splitter
- Replies: 1
- Views: 50
- Tue Dec 23, 2025 12:57 pm
- Forum: Not a bug
- Topic: [2.0.72] bots keep taking repair packs and stuck themselves
- Replies: 10
- Views: 235
Re: [2.0.72] bots keep taking repair packs and stuck themselves
Can you please post the save file.
- Mon Dec 22, 2025 9:33 pm
- Forum: Fan Art
- Topic: Brickbuild Factorio Designs
- Replies: 17
- Views: 1344
- Mon Dec 22, 2025 3:21 pm
- Forum: Minor issues
- Topic: [2.0.72] Hazard concrete does not mirror correctly on blueprint flip
- Replies: 3
- Views: 211
Re: [2.0.72] Hazard concrete does not mirror correctly on blueprint flip
The thing is: tiles don't have a direction so there's nothing to mirror or flip on them. They simply exist as is: each tile is unique and its own thing. It's like asking to flip a pixel: there's no up or down to it, it just *is*.
- Mon Dec 22, 2025 2:43 pm
- Forum: Minor issues
- Topic: [2.0.72] Hazard concrete does not mirror correctly on blueprint flip
- Replies: 3
- Views: 211
Re: [2.0.72] Hazard concrete does not mirror correctly on blueprint flip
Thanks for the report however I don't believe we will be doing anything about this. Blueporint mirroring/flipping was only ever implemented for entities and if tiles happen to come along for the ride it was a nice unintended side effect.
- Mon Dec 22, 2025 2:15 pm
- Forum: Duplicates
- Topic: Empty ingredient list are objects and not array in the data dump
- Replies: 1
- Views: 62
Re: Empty ingredient list are objects and not array in the data dump
Thanks for the report. This is a duplicate of 109077
- Sun Dec 21, 2025 5:41 pm
- Forum: Pending
- Topic: [2.0.72] Crash (Chunk::damageTrees)
- Replies: 2
- Views: 139
Re: [2.0.72] Crash (Chunk::damageTrees)
Do you know if any way to reproduce this crash? Based off where it crashed I suspect hardware failure - given it runs almost every second in your save, and essentially everyone’s saves as they play. Yet, yours is the only one that crashed.
- Sun Dec 21, 2025 5:40 pm
- Forum: Not a bug
- Topic: [2.0.72] Circuit Network wires in research tree.
- Replies: 1
- Views: 117
Re: [2.0.72] Circuit Network wires in research tree.
Thanks for the report. That is correct.
- Sun Dec 21, 2025 12:11 pm
- Forum: 1 / 0 magic
- Topic: [2.0.72] Crash to desktop frequently
- Replies: 9
- Views: 321
Re: [2.0.72] Crash to desktop frequently
I have not been able to reproduce any crash so far with this save and given the first 2 crashes are different from the last, along with being unable to reproduce the first crash I suspect that the issue is your CPU and that it has failed.
Unless you do find reliable reproduction steps that someone ...
Unless you do find reliable reproduction steps that someone ...
- Sat Dec 20, 2025 5:32 pm
- Forum: Technical Help
- Topic: Can't download .zip version?
- Replies: 2
- Views: 159
Re: Can't download .zip version?
There seems to be an issue with the CDN which they are aware of and are theoretically working on.
- Sat Dec 20, 2025 4:25 pm
- Forum: 1 / 0 magic
- Topic: [2.0.72] Crash to desktop frequently
- Replies: 9
- Views: 321
Re: [2.0.72] Crash to desktop frequently
I notice you have an i9-13980HX processor - do you have the latest BIOS installed to account for the raptor lake defect that kills CPUs?
- Sat Dec 20, 2025 3:45 pm
- Forum: 1 / 0 magic
- Topic: [2.0.72] Crash to desktop frequently
- Replies: 9
- Views: 321
Re: [2.0.72] Crash to desktop frequently
Could you make a video of it crashing for you? It seemingly works fine for me when I do what you've described.
- Sat Dec 20, 2025 3:39 pm
- Forum: Implemented mod requests
- Topic: Expose drops_full_belt_stacks read in control stage
- Replies: 1
- Views: 245
Re: Expose drops_full_belt_stacks read in control stage
Ok. Added for 2.1.
- Sat Dec 20, 2025 3:24 pm
- Forum: 1 / 0 magic
- Topic: [2.0.72] Crash to desktop frequently
- Replies: 9
- Views: 321
Re: [2.0.72] Crash to desktop frequently
Both crashes are during rendering a blueprint that contains transport belts. Do you remember if you were doing anything around that at the time(s) it has crashed?
- Sat Dec 20, 2025 8:01 am
- Forum: Minor issues
- Topic: Cannot open vehicle item grids if equipment hasn't been inside
- Replies: 3
- Views: 136
Re: Cannot open vehicle item grids if equipment hasn't been inside
Theoretically yes, but simply placing the vehicle and configuring it once for use as a blueprint also allows for infinite re-use and is far more explicit that the grid is wanted with a specific configuration.
- Sat Dec 20, 2025 7:14 am
- Forum: Not a bug
- Topic: [2.0.72] Item spoil_to_trigger_result does not consistently fire in assembling machines for fast spoiling items
- Replies: 1
- Views: 87
Re: [2.0.72] Item spoil_to_trigger_result does not consistently fire in assembling machines for fast spoiling items
Thanks for the report. This is intended; the trigger will not run if the item(s) spoil mid-craft and end up producing fully spoiled at the time the machine finishes crafting.
- Sat Dec 20, 2025 7:12 am
- Forum: Minor issues
- Topic: Cannot open vehicle item grids if equipment hasn't been inside
- Replies: 3
- Views: 136
Re: Cannot open vehicle item grids if equipment hasn't been inside
Thanks for the report however that’s working as intended. It works this way because the item(s) do not contain a grid in their raw form as it would be extremely wasteful. Every crafted item would have the full grid and no vehicle item would ever stack with another.
The grid in item form only exists ...
The grid in item form only exists ...
- Fri Dec 19, 2025 4:36 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Crash "!robot.isDeactivatedByScript() was not true"
- Replies: 1
- Views: 225
Re: [2.0.72] Crash "!robot.isDeactivatedByScript() was not true"
Thanks for the report. This is now fixed for 2.1.