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Is there a chance you accidentaly stuck them in a box somewhere?
I don't have many steel-only chests. I tried using the upgrade planner[mods.factorio.com] mod to replace steel chests with passive provider chests, but (1) it was insane to attempt to select the entire base and surrounding areas, and (2) I needed the replacements in my local inventory. I'm now thinking my next step might be to attempt to mod the mod to do a global search-and-replace for free. (But that is a project for another day.)
update: If cheat mode is on (
~ Or launched them into Spess? (ikr? But you seem to have though of pretty much everything else already.)
~ If you had ever accidentally removed your armour & caused a item explosion, those missing conbots might be lurking at the end of belts somewhere in your production lines.
~ IDK if you use many mods, but there are some that add conbots as recipe ingredients.
... aaand, I'm out of ideas.
Oh, does the "visible bots" mod show them even through the Fog of War, or only if they are inside live radar sight range? (Though your silly-speed command ought have ruled that possibilty out already.)
If bots are out doing a job, limping back in low battery state, and you remove your personal roboport, they fall to the ground and turn into items.
I don't know if there's a super easy way to find all items on the ground in a whole map or not.
I know a more complicated way to find all the items on the ground for sure though:
Load the creative mode mod.
Place a few super radars around the map to reveal everything.
Use the deconstruction planner with the filter set to whitelist "Item on Ground".
Drag it over the whole map.
Otherwise as you said that the Bot Cost would be trivial, just build new ones. I would imagine that this "bug" would be a nightmare to fix, unless we find out when they vanished and what happened
so then when riding a transport train 100's of screens away from where i deployed them, it sometimes takes hours for them to slowly float back to me, especially if i'm going back and forth, and don't notice they are missing or tasked out.
No; this has only been single player.
No; rocket silo products finished count equals the satellite launch count.
When I was constructing a ton, I did temporarily switch out some personal roboports a few times for an extra portable nuclear. So bots on the belts or on the ground is a definite possibility. This will take some time to investigate.
I haven't used Creative Mode (Fix for 0.16)[mods.factorio.com] before. That makes it a lot easier to completely cover the everything and surrounding areas with radar coverage. The deconstruction planner didn't find anything else, though. (That mod has some cool features; that will make it easier and faster to do future experiments.)
Not many mods. And I used What is it really used for?[mods.factorio.com] to confirm that no recipe uses them.
I'm pretty sure that was line-of-sight (or live radar) only. But since my total count is off (by looking at the logistics members, it means that there aren't any more bots that I'm not carrying.
Just once. One save has all 200, and one about an hour later has 161. (And it was many hours after that save I noticed them missing, so the autosaves don't go back far enough. And no replay; maybe that would be a good idea for the future.)
I really doubt it is a bug; it is much more likely I did something dumb at some point. I'm just wondering what that "something" was.
Side note: I can confirm that I definitely don't have the missing bots assigned to me. Bringing up the logistics networks screen (L by default?) and selecting network #1 shows the "personal" network (i.e. what I'm carrying). Going to the "Members" tab shows 1 Player and 161 of Construction robot.
Thank you all for the extra ideas. I probably won't be able to investigate this more for a while, but I'll post a response if I find anything or try something else (even if it doesn't work).
While perusing the recent mods list, I found ItemFinder by Reika[mods.factorio.com] . After installing it (then tweaking it a little so it would work), the command /findItem (the second "i" must be a capital "I") followed by the name to find, construction-robot) allowed me to find them.
The mod dumps the type and location of all the items, and briefly has arrows pointing to them. Fortunately, the text dump in the chat area shows the items on the ground very last (I placed a bot there for testing), and items on the belt second-last (which is where my missing bots were hiding). Using the in-game F5 debugging option shows the cursor coordinates in the upper-left corner, which let me find right area.