I observed this issue with pipes as well.
If you remove the pipes by hand, the fluids are properly redistributed.
But if you use the deconstruction planner, all fluids are instantly voided.
You can test this by filling a small pipeline to 100%; then double it's size, each pipe should be 50 ...
Search found 6 matches
- Sat Jul 18, 2026 5:51 am
- Forum: Assigned
- Topic: [raiguard][2.1.9] Fluid is destroyed when a tank is removed from a pipeline
- Replies: 5
- Views: 838
- Tue Jun 30, 2026 10:34 pm
- Forum: Bug Reports
- Topic: [2.1.9] Construction bots stuck delivering modules to entity marked for upgrade
- Replies: 1
- Views: 425
Re: [2.1.8] Construction bots stuck delivering modules to entity marked for upgrade
Update:
It also happens for roboports. I see robots dance in and out of the robotport when you have missing entities in your logistic network.
It also happens for roboports. I see robots dance in and out of the robotport when you have missing entities in your logistic network.
- Sun Jun 28, 2026 2:52 pm
- Forum: Bug Reports
- Topic: [2.1.9] Construction bots stuck delivering modules to entity marked for upgrade
- Replies: 1
- Views: 425
[2.1.9] Construction bots stuck delivering modules to entity marked for upgrade
Issue Description
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Personal construction robots get stuck in an infinite loop (hovering and twitching rapidly above the player), trying to deliver modules to an entity that cannot accept them yet. This happens when an upgrade ghost (AM1 -> AM2) and module ghosts are placed ...
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Personal construction robots get stuck in an infinite loop (hovering and twitching rapidly above the player), trying to deliver modules to an entity that cannot accept them yet. This happens when an upgrade ghost (AM1 -> AM2) and module ghosts are placed ...
- Thu Jul 10, 2025 5:24 pm
- Forum: Not a bug
- Topic: [2.0.55] Rocket-silo in multiple networks ignores available stock levels, spamming under-filled launches
- Replies: 3
- Views: 882
Re: [2.0.55] Rocket-silo in multiple networks ignores available stock levels, spamming under-filled launches
Thanks for your answer.
Maybe the context is important to understand why this is a major issue (even though it’s not a bug, it’s definitely a QOL issue):
We are in a multiplayer game, on Fulgora.
Each player took an island and made a base. Of all the players, only one already knew Fulgora, the ...
Maybe the context is important to understand why this is a major issue (even though it’s not a bug, it’s definitely a QOL issue):
We are in a multiplayer game, on Fulgora.
Each player took an island and made a base. Of all the players, only one already knew Fulgora, the ...
- Thu Jul 10, 2025 3:17 am
- Forum: Not a bug
- Topic: [2.0.55] Rocket-silo in multiple networks ignores available stock levels, spamming under-filled launches
- Replies: 3
- Views: 882
[2.0.55] Rocket-silo in multiple networks ignores available stock levels, spamming under-filled launches
When multiple isolated logistic networks exist in Space Age, the game sometimes chooses a silo belonging to a low-stock network to satisfy a rocket’s request, even though another network holds ample supplies. As a result, it fires off dozens (or hundreds) of rockets loaded with only the minimum ...
- Sun Aug 25, 2019 10:59 pm
- Forum: Duplicates
- Topic: [0.17.66] Inserter get stuck when using filtered Cargo wagon and multiple inputs
- Replies: 3
- Views: 1500
[0.17.66] Inserter get stuck when using filtered Cargo wagon and multiple inputs
I have one chest and one inserter (can be blue or green, as long as it can hold more than one item in hand).
The destination is a cargo wagon, filtered by item types and limited.
The inserter gets stuck because it can't put all the held items in the reserved slots.
This is super easy to reproduce ...
The destination is a cargo wagon, filtered by item types and limited.
The inserter gets stuck because it can't put all the held items in the reserved slots.
This is super easy to reproduce ...