... look at your factory’s infrastructure and inventory.
Player & Robot Interaction: This module monitors actions triggered by players or construction bots. Since these actions directly impact your inventory, the module generates events and feeds them into the accounting system to keep the logs accurate ...
Search found 21119 matches: bots
Searched query: +bots
- Tue Feb 17, 2026 7:48 pm
- Forum: Mods
- Topic: New Accounting System Modules for Factorio (Offline Economic Analysis)
- Replies: 0
- Views: 87
- Mon Feb 16, 2026 9:38 pm
- Forum: Gameplay Help
- Topic: Steam issue on Vulcanos for power
- Replies: 2
- Views: 172
Steam issue on Vulcanos for power
... spikes. My 726 (legendary) steam turbines consume 108.900 steam pr. second and i have to produce around 440k for it not to crash when i set my bots to expand my grid. I read somewhere pipes can only transfer 4k units pr second, but i have no issue with my molten metal or Sulfuric acid (1 well ...
- Mon Feb 16, 2026 8:00 pm
- Forum: Multiplayer
- Topic: Unofficial Factorio Troll/Griefer Database
- Replies: 247
- Views: 234130
Re: Unofficial Factorio Troll/Griefer Database
... and platforms.
name2 "AlfredoNimbus" has been reported before, but I've encountered him at least 3 times, immediately starts destructive behavior. Once in early game sneakily cut a critical oil connection to flamethrower defense. When there are spaceships and construction bots, uses tougher means.
name2 "AlfredoNimbus" has been reported before, but I've encountered him at least 3 times, immediately starts destructive behavior. Once in early game sneakily cut a critical oil connection to flamethrower defense. When there are spaceships and construction bots, uses tougher means.
- Sun Feb 15, 2026 12:20 pm
- Forum: Show your Creations
- Topic: Can I get some feedback on this contraption?
- Replies: 6
- Views: 508
Re: Can I get some feedback on this contraption?
... or maybe "does the machine comes with many rules and caveat". It reminded me of my first post on this forum where i tried to present a system with bots that worked great in game and people later gave me positive feedback in multiplayer, but the explanations takes an hour to read and understand, for ...
- Sat Feb 14, 2026 10:19 am
- Forum: Ideas and Suggestions
- Topic: Roboport channels
- Replies: 1
- Views: 148
Roboport channels
... needed in one area from wandering off or having to wait unnecessarily for recharge
3) "Island networks" are possible while enabling construction bots from a "global network" to handle construction tasks in same area
4) possibility to toggle channels on logistics chests from circuitry enables ...
3) "Island networks" are possible while enabling construction bots from a "global network" to handle construction tasks in same area
4) possibility to toggle channels on logistics chests from circuitry enables ...
- 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: 273
Re: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top
... I do have a clean save for you.
Use the custom deconstruction planner in the toolbar on the whole area under the wagon and watch what happens - robots are assigned to remove the rails and landfill long before they are assigned to remove the wagon. The only 5 bots that exist in the game are in your ...
Use the custom deconstruction planner in the toolbar on the whole area under the wagon and watch what happens - robots are assigned to remove the rails and landfill long before they are assigned to remove the wagon. The only 5 bots that exist in the game are in your ...
- Fri Feb 13, 2026 2:57 pm
- Forum: Bug Reports
- Topic: [2.0.73] Bots placing upgrades ignore tile_buildability_rules
- Replies: 4
- Views: 416
Re: [2.0.73] Bots placing upgrades ignore tile_buildability_rules
Equally related, build a normal offshore pump, land-fill it, Now you can't place a higher quality version by hand, but a bot can still place it via an upgrade planner, and this alone ignores tile buildability rules.
- 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: 273
Re: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top
... 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 time limit on work stealing? as most of the ...
If it's work stealing, why does it happen for the roboport and not for the landfill?
Is there a time limit on work stealing? as most of the ...
- Thu Feb 12, 2026 7:37 pm
- Forum: Bug Reports
- Topic: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top
- Replies: 5
- Views: 273
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
They can. It's internally called work stealing and it's done to speed up personal construction.
You ...
- 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: 273
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 6:57 pm
- Forum: Bug Reports
- Topic: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top
- Replies: 5
- Views: 273
Re: [2.0.73] Bots being dispatched for deconstructing landfill before dispatch for entities on top
Thanks for the report however I am not able to reproduce any such issue. Are you sure a different robot isn't already on the way to handle the roboport and at a few ticks later the mobile roboport decides to override and take the job?
Also, can you reproduce this on a fresh standalone save file ...
Also, can you reproduce this on a fresh standalone save file ...
- 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: 273
[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 based ...
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 based ...
- Thu Feb 12, 2026 5:29 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: 286
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.
If you have a preproduction - by all means. Looking at the code and tests it ...
- 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: 286
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 1:27 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: 286
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.
railhovering ...
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.
railhovering ...
- 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: 286
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: 286
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 but ...
Not sure what the best way to implement this is but ...
- Thu Feb 12, 2026 11:21 am
- Forum: Ideas and Requests For Mods
- Topic: No Deconstruction Timeout
- Replies: 31
- Views: 13889
Re: No Deconstruction Timeout
Please add the option to disable/change this timeout, it is so desperately needed.
It is *really* frustrating to set my bots to work deconstructing a large out of date area and replacing it with a better blueprint, leaving it overnight to process, and then finding out in the morning that my whole ...
It is *really* frustrating to set my bots to work deconstructing a large out of date area and replacing it with a better blueprint, leaving it overnight to process, and then finding out in the morning that my whole ...
- Thu Feb 12, 2026 7:38 am
- Forum: Gameplay Help
- Topic: How to Have Robots Pick Up Mass-Dropped Items?
- Replies: 4
- Views: 401
How to Have Robots Pick Up Mass-Dropped Items?
... is easy. First free up some inventory space, then just use the deconstruction planner to drag a box around all the dropped stuff, and your robots will rapidly pick it all back up for you.
But what about when you're in the middle of your base? Suddenly, the deconstruction planner becomes a bad ...
But what about when you're in the middle of your base? Suddenly, the deconstruction planner becomes a bad ...
- Wed Feb 11, 2026 10:13 pm
- Forum: Ideas and Suggestions
- Topic: Placed trees to be Blueprintable
- Replies: 14
- Views: 4401
Re: Placed trees to be Blueprintable
... factory, so my usual factory on Nauvis is surrounded by lots of trees I have to plant manually.
Also I like to make art objects, which are visible on the map, by planting seeds in particular order.
So I really would like to have seeds blueprintable and to be planted by bots.
Please add this feature (:
Also I like to make art objects, which are visible on the map, by planting seeds in particular order.
So I really would like to have seeds blueprintable and to be planted by bots.
Please add this feature (: