It's already a know issue, the problem is that pylons are already 2 diffrent entitys (1 for the roboport and 1 for the power pole) you can see this by blueprinting the pylon on it's own even without my mod it will show up as requiring 2 of the item to build. One of those has no collsion so it can already be build on water so this mod dosn't create a dummy ghost for it, but since it has a item set to place it the bots will try to build it on top of water, while the other part of the building never get's build. I don't know why SE has the pylons set up this way, normally with these kinds of doubly entitys, the second entity either dosn't get blueprintet or uses a dummy item before getting and get's auto placed once the main entity gets build (like the singal in/out combintors LTN stations have), but I'm not sure if I could change pylons to work like that I can only do that if they already work like that under the hood.