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[2.0.28] Cannot select bots with mouse if above a building

Posted: Wed Jan 01, 2025 6:22 pm
by FluffyDiscord
I have stuck bots complaining about "Not enough empty roboport robot slots available.". I did place down another roboport to make more space, but they are not updating and are still reporting this error and are stuck.

This is pretty annoying.

Another issue come from me, trying to pick them up manually. The are stuck above buildings that I cannot destroy/remove (mod) and thus, game won't let me hover over them and deconstruct manually. This makes them stuck forever. What do I do??

hovering over the bots selects the roboport behind, instead of them
01-01-2025, 19-20-44.png
01-01-2025, 19-20-44.png (146.91 KiB) Viewed 645 times

Re: [2.0.28] Cannot select bots with mouse if above a building

Posted: Wed Jan 01, 2025 6:29 pm
by Muche
I think a savefile would be useful for examining this.

Re: [2.0.28] Cannot select bots with mouse if above a building

Posted: Thu Jan 02, 2025 7:44 am
by wobbycarly
Something similar happens when trying to "mine" bots when over an ore patch - it's impossible to pick up the bots, but instead the player attempts to dig up the ore.

Re: [2.0.28] Cannot select bots with mouse if above a building

Posted: Thu Jan 02, 2025 2:52 pm
by Kyralessa
So far as picking up the bots, it was an intentional change made to the game, because if you wanted to mine, pick up a building, etc., bots tended to get in the way.

An easy way to pick them up now is to set a bot request in a roboport and then grab them as they come in.

Re: [2.0.28] Cannot select bots with mouse if above a building

Posted: Thu Jan 02, 2025 3:02 pm
by FluffyDiscord
I am aware thst it's intended and thats all fine and dandy, but when they get stuck, they need to have "higher Z index", else I can never reach them and unstuck manually by deconstructing.

Re: [2.0.28] Cannot select bots with mouse if above a building

Posted: Thu Jan 02, 2025 11:47 pm
by Rseding91
FluffyDiscord wrote: Thu Jan 02, 2025 3:02 pm I am aware thst it's intended and thats all fine and dandy, but when they get stuck, they need to have "higher Z index", else I can never reach them and unstuck manually by deconstructing.
As far as the game logic is concerned there is no such thing as a “stuck” robot. Just a logistic network needing more storage, more robots, or more roboports.