Search found 94 matches

by reduke
Mon Mar 16, 2026 10:21 pm
Forum: Ideas and Suggestions
Topic: Spidertron legs could target instead of avoid squishy things...
Replies: 3
Views: 248

Spidertron legs could target instead of avoid squishy things...

I think it could make for an interesting dynamic if a Spidertron would only try to avoid player buildings, not enemy nests. I mean after all, it's feet do look quite pointy!

Oops, I didn't mean to step on you ... did it hurt? ;) :lol:
by reduke
Thu Mar 05, 2026 2:06 pm
Forum: Minor issues
Topic: [2.0.73] Building walls in places that should be blocked by spidertron legs
Replies: 1
Views: 179

[2.0.73] Building walls in places that should be blocked by spidertron legs

This is quite possibly the least important bug(/feature) ever, but I thought I would flag it up anyway just in-case it is indicative of any wider issues.

Feel free to ignore! :)

To my mind it should not be possible to build this last piece of wall, but it is:
buildablewall.png
buildablewall.png (7.08 MiB) Viewed 179 times
by reduke
Wed Mar 04, 2026 12:13 pm
Forum: Bug Reports
Topic: [2.0.73] Flipping splitter moves items in output to wrong lane
Replies: 2
Views: 240

Re: [2.0.73] Flipping splitter moves items in output to wrong lane

Thanks for looking into this.

Sorry if I wasn't entirely clear. I wasn't asking for items on the top right to stay on the top right.

What I presumed would happen is that (for north facing belts):

- when a horizontal flip takes place, items on the top right flip to the top left.
- when a vertical ...
by reduke
Wed Mar 04, 2026 11:28 am
Forum: Bug Reports
Topic: [2.0.73] Flipping splitter moves items in output to wrong lane
Replies: 2
Views: 240

[2.0.73] Flipping splitter moves items in output to wrong lane

What happens: When a splitter facing north/south is flipped vertically (or west-east horizontally), any items in its outputs are moved onto the other lane, as if the splitter had been rotated 180 degrees instead of flipped. All other settings are correctly flipped instead of being rotated.

What ...
by reduke
Sat Feb 28, 2026 11:01 pm
Forum: Ideas and Suggestions
Topic: Rotating placed turrets
Replies: 3
Views: 1222

Re: Rotating placed turrets

I fully support this suggestion. It is so incongruous to be able to rotate something before but not after construction.

We shouldn't have to tear something down and rebuild it just to make sure its first shot is as speedy as possible.
by reduke
Sat Feb 28, 2026 3:14 pm
Forum: Ideas and Suggestions
Topic: Different colours for module requests that are in progress vs lacking construction materials/bots
Replies: 0
Views: 141

Different colours for module requests that are in progress vs lacking construction materials/bots

Per the title, I think it would be useful to have the module request indicators show different colours/shades for when a bot is in the progress of filling that request or not - just like how it is for building ghosts.

Thank you for considering.
by reduke
Thu Feb 26, 2026 7:55 pm
Forum: Fixed for 2.1
Topic: [2.0.76] Spidertron path loses points when clicking on entities
Replies: 2
Views: 365

Re: [2.0.76] Spidertron path loses points when clicking on entities

I also have this issue but never worked out the exact mechanics, thanks for figuring it out.
by reduke
Wed Feb 25, 2026 10:51 pm
Forum: Gameplay Help
Topic: How do trains choose between mixed fuel types?
Replies: 1
Views: 326

How do trains choose between mixed fuel types?

I have read that it is left to right, but is that always the case?

If a train loads fuel from the left slot (nuclear so stack size 1), and then that slot is re-filled before its current tank runs dry, will it load from the left slot again?

I was trying to watch one to find out, but after waiting ...
by reduke
Wed Feb 25, 2026 10:44 pm
Forum: Fixed for 2.1
Topic: [Genhis][2.0.73] X marks from right clicking ingredients after recipe change disappear when re-loading machine view
Replies: 4
Views: 802

Re: [Genhis][2.0.73] X marks from right clicking ingredients after recipe change disappear when re-loading machine view

Can I just check something?

Is this also fixed for removing fuel from train engines with bots? I just noticed it has the same behaviour when I was upgrading fuel quality...
by reduke
Fri Feb 20, 2026 8:26 pm
Forum: Assigned
Topic: [Klonan] Direction arrows hide entity counts for missing construction items
Replies: 0
Views: 230

[Klonan] Direction arrows hide entity counts for missing construction items

Not sure if this is a bug, an unintended feature, or should be moved to feature requests.

When hovering over the count of missing items for construction, the direction arrows hide the view of which items are missing.

I would suggest to fix this that either:

-The item count display is shown on top ...
by reduke
Sun Feb 15, 2026 2:19 pm
Forum: Ideas and Suggestions
Topic: Deconstruction in blueprints
Replies: 9
Views: 10133

Re: Deconstruction in blueprints

+1 to this

I also use the lamp placeholder workaround, but I would much rather leave the rocks/trees/fish/cliffs in place that I don't need to remove, and also not have to and remove any unneeded landfill again once the build is complete.
by reduke
Fri Feb 13, 2026 11:49 pm
Forum: Bug Reports
Topic: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top
Replies: 5
Views: 504

Re: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top

Ok, I haven't yet been able to replicate the dispatch order issues exactly as described in a clean save (I suspect your work stealing description is what is causing this), but I do have a clean save for you.

Use the custom deconstruction planner in the toolbar on the whole area under the wagon and ...
by reduke
Thu Feb 12, 2026 7:44 pm
Forum: Bug Reports
Topic: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top
Replies: 5
Views: 504

Re: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top

A couple of other observations:

I can't reproduce this when I am not in the range of any other roboports, but when I am in range and can reproduce this, my main roboport network has 0 free robots.

If it's work stealing, why does it happen for the roboport and not for the landfill?



Is there a ...
by reduke
Thu Feb 12, 2026 7:34 pm
Forum: Bug Reports
Topic: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top
Replies: 5
Views: 504

Re: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top

I didn't think personal robots could override other robots?

What do you need exactly from the fresh save? It will take me quite awhile to get back to having legendary spidertrons and robots :D
by reduke
Thu Feb 12, 2026 6:06 pm
Forum: Bug Reports
Topic: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top
Replies: 5
Views: 504

[2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top

Mods: Elevated Rails, Quality.

How to reproduce: Stand next to an item on landfill with at least 2 personal robots and a roboport in a spidertron inventory, double click the entity on landfill with a default deconstruction planner

What should happen: The bot to remove the entity is dispatched ...
by reduke
Thu Feb 12, 2026 5:22 pm
Forum: Ideas and Suggestions
Topic: Don't try to deconstruct landfill until any entities on top have been removed (and vice-versa)
Replies: 7
Views: 475

Re: Don't try to deconstruct landfill until any entities on top have been removed (and vice-versa)

Just a heads up that I am going to post a bug for this as I have been able to consistently replicate construction bots being dispatched for landfill removal before the bot for removing the entity has been dispatched.
by reduke
Thu Feb 12, 2026 1:35 pm
Forum: Ideas and Suggestions
Topic: Don't try to deconstruct landfill until any entities on top have been removed (and vice-versa)
Replies: 7
Views: 475

Re: Don't try to deconstruct landfill until any entities on top have been removed (and vice-versa)

Ok then I guess this suggestion should read something like: "Please don't dispatch robots to deconstruct non-empty objects or anything they're sitting on until the last items inside have robots assigned to them."

Bit wordy though...

Can the landfill/rail/etc removal request checks be made to ...
by reduke
Thu Feb 12, 2026 1:27 pm
Forum: Ideas and Suggestions
Topic: Don't try to deconstruct landfill until any entities on top have been removed (and vice-versa)
Replies: 7
Views: 475

Re: Don't try to deconstruct landfill until any entities on top have been removed (and vice-versa)

Sorry for the double post, didn't want to keep re-editing.

I also have a line of train cars with contents, where the bots are hovering to remove the rails, but not hovering to remove the cars themselves - is it a case of nesting/depth/etc?

This is on the same timescale as the chests ...
by reduke
Thu Feb 12, 2026 1:19 pm
Forum: Ideas and Suggestions
Topic: Don't try to deconstruct landfill until any entities on top have been removed (and vice-versa)
Replies: 7
Views: 475

Re: Don't try to deconstruct landfill until any entities on top have been removed (and vice-versa)

How does this logic work for deconstructing full chests? I constantly have bots that could be helping to empty the chest trying to remove the chest itself...

In one example I have a line of chests that have been sitting there with contents being emptied for well over an hour. Each has its own bot ...
by reduke
Thu Feb 12, 2026 11:59 am
Forum: Ideas and Suggestions
Topic: Don't try to deconstruct landfill until any entities on top have been removed (and vice-versa)
Replies: 7
Views: 475

Don't try to deconstruct landfill until any entities on top have been removed (and vice-versa)

So often when doing large constructions/deconstructions especially involving landfill I get a significant proportion of bots arriving too early and having to wait for a prior request to be completed, thereby significantly delaying the whole process.

Not sure what the best way to implement this is ...

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