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[2.1.17] Cliffs not being destroyed with cliff explosives available in logistics network

Posted: Mon Aug 31, 2026 2:03 pm
by darthruneis
I have cliff explosives being produced on Vulcanus, and sitting in a Passive Provider chest. I have lots of cliffs marked for destruction - I did a big sweeping pass over a large part of my controlled Vulcanus surface - however cliffs are not being removed. The chest of cliff explosives is just filling up but doesn't seem like it is being consumed at all.

I initially thought it had something to do with platforms overhead requesting cliff explosives, but this is happening even with all platforms gone from Vulcanus.

I have a surplus of construction bots on Vulcanus. The explosives have been sitting there for a while now - maybe close to an hour of play that I've been aware of the issue.

Note: this seems similar to a previous 2.0 report:
viewtopic.php?t=127640

I am not certain if what lead to this is the exact same scenario, but it seems likely.

In the attached save, I went into editor mode and sat at the explosives chest on Vulcanus and sped up time - I did just observe 1 robot grabbing an explosive and destroying 1 cliff. But with 180 in the chest and 9000 construction bots idle in the network, I don't see why ~100 bots weren't dispatched to do so.

This seems to happen again a short time later - 1 bot, 1 cliff destroyed, ~180 still in the chest.

Re: [2.1.17] Cliffs not being destroyed with cliff explosives available in logistics network

Posted: Mon Aug 31, 2026 2:28 pm
by darthruneis
I just thought to try a workaround/fix - if I go to that chest, swap it in-place with a Steel Chest, and then swap back the Passive Provider Chest, after a short delay the expected swarm of bots comes to start using the explosives.

Even then, it used about 100 and then it went back to a trickle.

Although, I reloaded the save and tried again, and wasn't able to reproduce that experience.

Re: [2.1.17] Cliffs not being destroyed with cliff explosives available in logistics network

Posted: Mon Aug 31, 2026 10:24 pm
by Rseding91
Looking into the save - most of the cliffs are not being tracked as 'should be exploded' however I don't know how they got into this state. Do you know of any way to get a save file where the cliffs aren't marked for deconstruction into this state?

Re: [2.1.17] Cliffs not being destroyed with cliff explosives available in logistics network

Posted: Tue Sep 01, 2026 3:52 am
by darthruneis
I'm not sure what would have caused that specific state... The actions I took were basically just dragging a cliff deconstruction planner over big parts of Vulcanus.

I don't have granular saves for a lot of the history here unfortunately, but just thinking about the course of the events here, I think it was something like:
- Box had some number of cliff explosives stockpiled from not having used them for a while - not sure if it was _full_, but "plenty"
- Decide to expand, so drag cliff deconstruction planner over the base/specific areas
- Go about my business elsewhere
- At some point, I'm sure all available explosives were probably used up
- Based on the original 2.0 bug report, maybe this is where the state issue came up? They were marked but could not be destroyed because of lack of explosives?

Not sure if its relevant, but at one point I did drag a Ghosts deconstruction planner over some of the unreachable solar areas.

The other thing I have noticed is that the flashing yellow icons for the solar fields were like... doing the wave, for lack of a better word. Almost like if a bot was assigned and then un-assigned and re-assigned to a different one. Pattern seemed to be left-right top-down in the squares of solar.

I don't know if its relevant but here's the cliff deconstruction planner I have been using - maybe something is weird about the BP? I think this is one I've had since 1.1 or so... I don't recall if I had to tweak it at all for 2.0, but I don't think I changed it at all for 2.1.

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edit: going back through a few older saves - 59h through 62h I had a chest full of explosives (960). The attached save is the next one I had saved and it has the messed up state where the bots had already consumed at least 800 explosives, probably the full 960 (and then more were made).