Search found 48 matches

by Zaspar
Sun Aug 23, 2026 5:10 pm
Forum: Duplicates
Topic: [2.0.77] Wrong item visible on the output of a splitter with filter
Replies: 1
Views: 163

[2.0.77] Wrong item visible on the output of a splitter with filter

Visual bug only. The green chip can be seen peeking out of the bottom output of the splitter even though no green chips can travel this way.
2026-08-23 18-07-42.mp4
(21.58 MiB) Downloaded 24 times
by Zaspar
Fri Aug 14, 2026 1:33 pm
Forum: Minor issues
Topic: [2.0.77] Player still moving while game is paused
Replies: 1
Views: 370

[2.0.77] Player still moving while game is paused

Multiplayer server with popular scenario "BiterBattles". During a match, an admin paused the game but my player kept running in the direction I had held when pause was pressed. I think ticks were being simulated as usual (but slower).
Expected behaviour: no tick processing should happen while the ...
by Zaspar
Sat Jul 18, 2026 8:35 pm
Forum: Ideas and Suggestions
Topic: Improve grabbing from undergrounds
Replies: 3
Views: 324

Re: Improve grabbing from undergrounds


The (yellow) Inserter drops to the middle of the Tile/Transport Line. In the next tick the Item has advanced into the underground portion, where it is unavailable for Pickup. No amount of "buffing" by increasing the Inserter Speed will change this.

You can use an Adjustable Inserter mod to have ...
by Zaspar
Sat Jul 18, 2026 5:39 pm
Forum: Ideas and Suggestions
Topic: Improve grabbing from undergrounds
Replies: 3
Views: 324

Improve grabbing from undergrounds

07-18-2026, 18-38-25.png

Currently, inserters are not able to take directly off an underground belt if the item is coming from another inserter. This quite a surprising behaviour to me, after many inserter improvements have been made such as burner inserters taking off faster tiers of belt. They ...
by Zaspar
Sat Jul 18, 2026 4:55 pm
Forum: Not a bug
Topic: [2.0.77] Inserter can grab from belt but not underground belt
Replies: 1
Views: 227

[2.0.77] Inserter can grab from belt but not underground belt

Not sure if this is a bug or not but thought I would report because I did not expect this at all.
07-18-2026, 17-55-06.png
07-18-2026, 17-55-06.png (136.19 KiB) Viewed 227 times
The fast inserter taking from the underground is unable to get any plates, but the one taking from the belt can easily grab them all.
by Zaspar
Tue Jul 07, 2026 8:39 pm
Forum: Implemented Suggestions
Topic: Remove manual z-drop feeding into inserter hands
Replies: 9
Views: 912

Re: Remove manual z-drop feeding into inserter hands

Fully agree. z-dropping is really nice for fast feeding smelters for better startup. But (since 2.0) spamming it all over the place just puts coal on the output side so now I have some random coal mixed into my iron plates belt.
by Zaspar
Mon Jun 29, 2026 9:13 pm
Forum: Ideas and Suggestions
Topic: Worker robot cargo size technology should get utilised by construction bots when building entity ghosts
Replies: 3
Views: 378

Re: Worker robot cargo size technology should get utilised by construction bots when building entity ghosts

robot256 wrote: Mon Jun 29, 2026 9:05 pm Previously: viewtopic.php?t=70654
Well found! I tried searching for this topic before posting and did not find anything with the key phrase "Worker robot cargo size" :lol:
by Zaspar
Mon Jun 29, 2026 3:30 pm
Forum: Ideas and Suggestions
Topic: Worker robot cargo size technology should get utilised by construction bots when building entity ghosts
Replies: 3
Views: 378

Worker robot cargo size technology should get utilised by construction bots when building entity ghosts

When using logistic bots to fulfil logistic requests, without any cargo stack size research -> bots carry items 1 by 1
When using logistic bots to fulfil logistic requests, with cargo stack size research -> bots carry multiple items in the same trip

When using "ghost request" slots to send items to ...
by Zaspar
Sun Jun 28, 2026 11:39 pm
Forum: Not a bug
Topic: [2.1.8] Hand mining prioritises ghosts over rocks at same location
Replies: 2
Views: 312

Re: [2.1.8] Hand mining prioritises ghosts over rocks at same location


Thanks for the report however I'm not sure if this is a bug. The behavior you're describing was never actually programmed into the game but a simple side effect of ghosts having a "lesser" collision box than non-ghosts. In 1.1 this would cause all non-ghosts to have priority when doing selection ...
by Zaspar
Sun Jun 28, 2026 10:08 pm
Forum: Not a bug
Topic: [2.1.8] Worker robot cargo size technology does not get utilised by construction bots when building entity ghosts
Replies: 9
Views: 619

Re: [2.1.8] Worker robot cargo size technology does not get utilised by construction bots when building entity ghosts



Building tiles is the only job where one robot has multiple target ghosts when they all require the same tile. I suspect they need to be adjacent or close together to be grouped into one robot job.


If that is true, I see no technical reason why a bot couldn't build multiple adjacent entities ...
by Zaspar
Sun Jun 28, 2026 9:42 pm
Forum: Bug Reports
Topic: [2.1.8] Inconsistency with warning message "Pipe is in the way"
Replies: 2
Views: 424

Re: [2.1.8] Inconsistency with warning message "Pipe is in the way"

In 1.1, the error message would never play when you try to build pipe on top of pipe, and I believe that is how it should be returned to.
by Zaspar
Sun Jun 28, 2026 9:39 pm
Forum: Bug Reports
Topic: [2.1.8] Inconsistency with warning message "Pipe is in the way"
Replies: 2
Views: 424

[2.1.8] Inconsistency with warning message "Pipe is in the way"

This one is hard to explain with text, I am sorry. I have done my best below but the more clear explanation is in the attached video.

The warning message for not being able to place a pipe sometimes will play, and sometimes not. Whether it plays or not depends on which of the following has happened ...
by Zaspar
Sun Jun 28, 2026 9:24 pm
Forum: Not a bug
Topic: [2.1.8] Worker robot cargo size technology does not get utilised by construction bots when building entity ghosts
Replies: 9
Views: 619

Re: [2.1.8] Worker robot cargo size technology does not get utilised by construction bots when building entity ghosts



Then what is the purpose of worker robot stack size research affecting the cargo capacity of construction bots?
Deconstructing inventories and placing tiles.


Oh, it works for placing tiles? Interesting

If you don't mind me asking, is the reason that it doesn't work for entities because of a ...
by Zaspar
Sun Jun 28, 2026 9:18 pm
Forum: Bug Reports
Topic: [2.1.8] It is no longer possible to fast-replace underground belt with a perpendicular transport belt
Replies: 0
Views: 343

[2.1.8] It is no longer possible to fast-replace underground belt with a perpendicular transport belt

In 1.1, if you misplaced underground belt (with smart belt dragging enabled), you could clean up the mess quite quickly by fast-replacing the errant underground with the belt you wanted to go in that spot. This behaviour silently vanished on the release of 2.0, and still exists in 2.1 experimental ...
by Zaspar
Sun Jun 28, 2026 9:14 pm
Forum: Not a bug
Topic: [2.1.8] Worker robot cargo size technology does not get utilised by construction bots when building entity ghosts
Replies: 9
Views: 619

Re: [2.1.8] Worker robot cargo size technology does not get utilised by construction bots when building entity ghosts


It’s simply how construction robots work.


@Rseding91 Then what is the purpose of worker robot stack size research affecting the cargo capacity of construction bots? Their main use is for building, not for transferring items between boxes - that's what logistics bots exist for.

Anyway, if I ...
by Zaspar
Sun Jun 28, 2026 9:02 pm
Forum: Bug Reports
Topic: [2.1.8] Building belts with a turn using smart belt plays the sound effect twice as loud as building them straight.
Replies: 1
Views: 364

[2.1.8] Building belts with a turn using smart belt plays the sound effect twice as loud as building them straight.

Pressing R to rotate the direction of the belt you're building, while R is held (smart dragging) causes the first belt after the turn to play the construction sound twice. As I only added 1 belt, I would expect the sound to play once.

This behaviour did not occur with 1.1 smart dragging.

2026-06 ...

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