... towers (if Space Age is enabled) and nuclear reactors.
3. Explosion - Upon destruction (this includes getting picked up by players or construction bots) overheating buildings will explode violently damaging everything around them. By default this applies to heating towers (if Space Age is enabled ...
Search found 21237 matches: bots
Searched query: +bots
- Mon May 25, 2026 6:36 pm
- Forum: Mods
- Topic: [MOD 2.0] Hyperthermia - Advanced Heat Mechanics
- Replies: 2
- Views: 81
- Mon May 25, 2026 4:15 pm
- Forum: Ideas and Suggestions
- Topic: tick box option: train without fuel travels as if we are "pushing" it
- Replies: 0
- Views: 63
tick box option: train without fuel travels as if we are "pushing" it
... it does and top op on it's own after, and most of all, it will reduce the amount of interupters we will need
Also less strain of due to belts, bots, and such don't need to be "ready whenever we create a new train" that sure, it's easy if it's non mod, but changes if it is mods that add more ...
Also less strain of due to belts, bots, and such don't need to be "ready whenever we create a new train" that sure, it's easy if it's non mod, but changes if it is mods that add more ...
- Wed May 20, 2026 6:01 pm
- Forum: Ideas and Suggestions
- Topic: Menu simulation showing atomic bomb creating lava lake
- Replies: 1
- Views: 207
Menu simulation showing atomic bomb creating lava lake
... landscape next to a patch of calcite. Nukes fly in from off-screen, blasting a few well-placed holes in the rock. As soon as the blast has cleared, bots fly in with pumps, pipes, belts, rails, a couple of miners, and half a dozen foundries. Within a few seconds, a train steams up and starts taking on ...
- Tue May 19, 2026 9:50 pm
- Forum: General discussion
- Topic: An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
- Replies: 15
- Views: 4348
Re: An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
You're requesting more bots than can fit the roboport. All requests above what can fit are ignored; see 132980.
- Tue May 19, 2026 3:00 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Smallest possible Kovarex?
- Replies: 65
- Views: 7890
Re: Smallest possible Kovarex?
... the reason people generally use belts instead: The bot solution is simple, universal and just boring.
Oh dont take me wrong. I am not using any bots. Nor any combinators (since this is circut-free section). It is just an inserter putting material into box and another inserter taking it out ...
Oh dont take me wrong. I am not using any bots. Nor any combinators (since this is circut-free section). It is just an inserter putting material into box and another inserter taking it out ...
- Mon May 18, 2026 5:39 pm
- Forum: General discussion
- Topic: An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
- Replies: 15
- Views: 4348
Re: An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
... no stray packs, the requests are served by the landing pad. So this second belt feed has a meaning: it ensures the belt is satiated. At the cost of bots picking up from the cargo landing pad and delivering it into a chest just 5 tiles away where an additional inserter would be sufficient.
It's not ...
It's not ...
- Mon May 18, 2026 2:32 pm
- Forum: General discussion
- Topic: An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
- Replies: 15
- Views: 4348
Re: An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
... storage chests would stop science packs from floating in the logistics network, so long as it is not full and is part of the network when the bots picked up the flask. I usually set it up so outputs from the storage chest have priority when feeding the science line to empty the contents.
If I ...
If I ...
- Mon May 18, 2026 9:22 am
- Forum: General discussion
- Topic: An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
- Replies: 15
- Views: 4348
Re: An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
... no stray packs, the requests are served by the landing pad. So this second belt feed has a meaning: it ensures the belt is satiated. At the cost of bots picking up from the cargo landing pad and delivering it into a chest just 5 tiles away where an additional inserter would be sufficient.
It's not ...
It's not ...
- Sat May 16, 2026 11:55 pm
- Forum: General discussion
- Topic: An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
- Replies: 15
- Views: 4348
Re: An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
... text) to format the write-up. It's too bad - I try to keep mine trained on my writing style. It doesn't always work very well.
Compact notes:
Bots: no mass recall that scales (roboport logistic-list works up to ~2k bots, breaks past that), no quality breakdown in network UI, no quality-specific ...
Compact notes:
Bots: no mass recall that scales (roboport logistic-list works up to ~2k bots, breaks past that), no quality breakdown in network UI, no quality-specific ...
- Wed May 13, 2026 6:44 pm
- Forum: General discussion
- Topic: An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
- Replies: 15
- Views: 4348
An Honest Review from a Modding Player β What Works, What Hurts, What Should Change
... visibility issues that the game's overall polish does not match.
1. BOT MANAGEMENT IS THE WORST PART OF LATE-GAME
Once a base has thousands of bots across multiple planets β and especially once quality enters the picture β managing the bot fleet becomes miserable. The vanilla mechanisms exist ...
1. BOT MANAGEMENT IS THE WORST PART OF LATE-GAME
Once a base has thousands of bots across multiple planets β and especially once quality enters the picture β managing the bot fleet becomes miserable. The vanilla mechanisms exist ...
- Tue May 12, 2026 10:38 am
- Forum: Duplicates
- Topic: [2.0.76] Can't remotely insert fuel into equipment
- Replies: 1
- Views: 146
[2.0.76] Can't remotely insert fuel into equipment
... from K2/SE, but I have also encountered the issue with burner equipment from other mods) into a spidertron, and then tried to request construction bots provide fuel by left-clicking a ghost of a valid fuel into the fuel slot.
Screenshot 2026-05-11 204738.png
What happened:
Nothing. No order was ...
Screenshot 2026-05-11 204738.png
What happened:
Nothing. No order was ...
- Sat May 09, 2026 2:50 pm
- Forum: Modding interface requests
- Topic: Need a way to keep track of ghosts that are build using robots
- Replies: 5
- Views: 324
Re: Need a way to keep track of ghosts that are build using robots
... however when the ghosts are build by construction bots I lose track of them (the entity has a new unit_number).
They do not have new unit numbers. The same unit number of the entity while in ghost form is used when built by robots. You simply aren't reading the actual entity unit number ...
- Sat May 09, 2026 12:21 pm
- Forum: Modding interface requests
- Topic: Need a way to keep track of ghosts that are build using robots
- Replies: 5
- Views: 324
Re: Need a way to keep track of ghosts that are build using robots
... however when the ghosts are build by construction bots I lose track of them (the entity has a new unit_number).
They do not have new unit numbers. The same unit number of the entity while in ghost form is used when built by robots. You simply aren't reading the actual entity unit number ...
- Sat May 09, 2026 11:44 am
- Forum: Modding interface requests
- Topic: Need a way to keep track of ghosts that are build using robots
- Replies: 5
- Views: 324
Need a way to keep track of ghosts that are build using robots
... ghosts), and then configure stuff. Currently I store the unit_number of the selected entities, however when the ghosts are build by construction bots I lose track of them (the entity has a new unit_number). So when working with a ghost build that is slowly built by bots, the player has to reselect ...
- Fri May 08, 2026 10:57 am
- Forum: Ideas and Suggestions
- Topic: Read robot statistics should output quality
- Replies: 4
- Views: 1279
Re: Read robot statistics should output quality
... 04/25/space-age-logistic-trains.html while trying to do seamless bot quality tier migrations in the outposts. Currently only a single tier of robots is supported by my circuit because there is no per-tier bot statistics.
The suggestion in that post was adding a fourth option to the selector ...
The suggestion in that post was adding a fourth option to the selector ...
- Wed May 06, 2026 4:46 pm
- Forum: Fixed for 2.1
- Topic: [1.1.110] Bots persist to next round in team production
- Replies: 1
- Views: 907
Re: [1.1.110] Bots persist to next round in team production
Thanks for the report. Issue is now fixed for 2.1.
It looks like most of entities were cleared due to tiles being changed to out-of-map, but this was not affecting flying robots. For a fix i made clearing also look for entities and remove them.
It looks like most of entities were cleared due to tiles being changed to out-of-map, but this was not affecting flying robots. For a fix i made clearing also look for entities and remove them.
- Tue May 05, 2026 6:44 pm
- Forum: Gameplay Help
- Topic: Legendary walls replaced with normal walls after destruction
- Replies: 3
- Views: 521
Re: Legendary walls replaced with normal walls after destruction
I am using a few QOL mods and there is one designed to affect walls so that might be it: https://mods.factorio.com/mod/no-stone-wall-alarm
I don't place ghosts in these cases, it's only when they're automatically rebuilt by bots/platforms.
I don't place ghosts in these cases, it's only when they're automatically rebuilt by bots/platforms.
- Tue May 05, 2026 5:03 pm
- Forum: Gameplay Help
- Topic: Legendary walls replaced with normal walls after destruction
- Replies: 3
- Views: 521
Legendary walls replaced with normal walls after destruction
... using legendary walls on my Nauvis base as well as on some spacecraft. I've noticed that when a legendary wall is destroyed by biters or asteroids, bots (or space platforms) replace that wall with a normal quality wall instead of the original legendary wall. I haven't noticed this inconsistency with ...
- Tue Apr 28, 2026 4:23 pm
- Forum: Outdated/Not implemented
- Topic: Adding modules to building should not wait for building to be constructed
- Replies: 9
- Views: 1256
Re: Adding modules to building should not wait for building to be constructed
No. This would cause bots to have to wait until building is placed and if there are no items that place building that robot with modules would be stuck or more complexity would be needed with robots task scheduling.
Doesn't landfill behave this way? I believe I've seen bots waiting for landfill ...
- Tue Apr 28, 2026 3:58 pm
- Forum: Outdated/Not implemented
- Topic: Adding modules to building should not wait for building to be constructed
- Replies: 9
- Views: 1256
Re: Adding modules to building should not wait for building to be constructed
this exactly.mooklepticon wrote: Mon Mar 16, 2026 4:03 pm Doesn't landfill behave this way? I believe I've seen bots waiting for landfill to be places before placing the building.
IIRC, why is it OK in one case and not the other?