Oops, I didn't mean to step on you ... did it hurt?
Search found 94 matches
- 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?

Oops, I didn't mean to step on you ... did it hurt?
- 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:
Feel free to ignore!
To my mind it should not be possible to build this last piece of wall, but it is:
- 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 ...
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 ...
- 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 ...
What ...
- 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.
We shouldn't have to tear something down and rebuild it just to make sure its first shot is as speedy as possible.
- 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.
Thank you for considering.
- 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.
- 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 ...
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 ...
- 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...
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...
- 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 ...
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 ...
- 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.
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.
- 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 ...
Use the custom deconstruction planner in the toolbar on the whole area under the wagon and ...
- 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 ...
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 ...
- 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
What do you need exactly from the fresh save? It will take me quite awhile to get back to having legendary spidertrons and robots
- 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 ...
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 ...
- 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.
- 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 ...
Bit wordy though...
Can the landfill/rail/etc removal request checks be made to ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
Not sure what the best way to implement this is ...