Search found 25 matches

by Zaspar
Mon Jun 01, 2026 12:17 pm
Forum: Bug Reports
Topic: [2.0.77] Underground exit doesn't get placed when dragging over a perpendicular belt
Replies: 0
Views: 183

[2.0.77] Underground exit doesn't get placed when dragging over a perpendicular belt

Demonstration: https://www.twitch.tv/zaspar_/clip/BumblingEndearingMinkCharlieBitMe-MyO5hBALB-5-NvBw

Expectation: both the entrance and exit underground should automatically be built
Result: only the entrance got built.

Replay: https://drive.google.com/file/d/1uE9N38MwpjdEw9ahVVT_bn39XieGGHXz/view ...
by Zaspar
Sat Apr 25, 2026 11:11 am
Forum: Fixed for 2.1
Topic: [Rseding91] [2.0.76] Dragging the (unfiltered) upgrade planner over the edge of underground belts double upgrades them
Replies: 1
Views: 431

[Rseding91] [2.0.76] Dragging the (unfiltered) upgrade planner over the edge of underground belts double upgrades them

What happened?
The top underground gets upgraded to red belt, the bottom belt gets upgraded to blue belt. This disconnects the belts, even if you don't have any red or blue belts in your logistic base! Not good!

What did you expect?
Both belts would be upgraded to red belt.

https://forums ...
by Zaspar
Fri Apr 17, 2026 4:45 pm
Forum: Bug Reports
Topic: [2.0.76] Ghost underground belt doesn't get reversed when dragging over it
Replies: 1
Views: 497

[2.0.76] Ghost underground belt doesn't get reversed when dragging over it

https://www.twitch.tv/zaspar_/clip/BetterHyperChoughOSsloth-Q96O5AFs9iZrx0hK

What happened?
Holding shift and dragging over the misplaced belt from bottom to top at 0:04

What did I expect to happen?
The underground belt should change direction to face north as the belt does.
Instead, the ...
by Zaspar
Sun May 18, 2025 12:43 pm
Forum: Won't fix.
Topic: [2.0.50] Placing a car on ghosted buildings removes the ghost
Replies: 1
Views: 1147

[2.0.50] Placing a car on ghosted buildings removes the ghost

What did you do? Built a car on top of a placed blueprint, then drove it away
What happened? The ghosts were removed where the car was built
What did you expect to happen instead? The ghosts would be unaffected, because car is a moveable entity
by Zaspar
Wed Apr 23, 2025 4:32 pm
Forum: Assigned
Topic: [Raiguard] [1.1.69] Ghosting belts drags smart belt undergrounds through empty space
Replies: 4
Views: 2311

Re: [Raiguard] [1.1.69] Ghosting belts drags smart belt undergrounds through empty space

After some more experimentation, the bug only occurs when in the last step, you drag from close to the 'tip' of the placed yellow belt forward. The ghost underground only spawns if you drag from within the max length of 1 red underground of the end of the existing belt. Also, the bug still exists in ...
by Zaspar
Fri Apr 18, 2025 1:46 pm
Forum: Assigned
Topic: [Raiguard] [1.1.69] Ghosting belts drags smart belt undergrounds through empty space
Replies: 4
Views: 2311

Re: [Raiguard] [1.1.69] Ghosting belts drags smart belt undergrounds through empty space

Hi Raiguard, thanks for the response and sorry for the video being unavailable now, and for not explaining the bug in text. The steps to reproduce were:
Enable the setting to allow q picking a ghost of an item when you have none of the item in your inventory
Place 1 tile of red belt somewhere
Empty ...
by Zaspar
Tue Apr 15, 2025 5:32 pm
Forum: Releases
Topic: Version 2.0.45
Replies: 246
Views: 145756

Re: Version 2.0.45


As a casual player who enjoys watching speedruns, here's my two cents on the achievement disabling changes:

First of all I think it's totally unnecessary to punish players for choosing how they wish to play the game. I understand the thought process behind wanting to keep achievements as, well ...
by Zaspar
Mon Mar 31, 2025 3:56 pm
Forum: Ideas and Suggestions
Topic: Smart rotation while dragging underground pipes
Replies: 1
Views: 732

Smart rotation while dragging underground pipes

When dragging belts, you can press r and the belt will rotate in the direction the mouse is in relation to the dragged belt segment. This can make building spaghetti through your base really fast and easy. Implement the same for underground pipes by automatically placing a single pipe, to connect ...
by Zaspar
Sun Mar 23, 2025 8:26 pm
Forum: Ideas and Suggestions
Topic: Mine buildings automatically in remote view
Replies: 6
Views: 1667

Re: Mine buildings automatically in remote view


It's like a long keypress in most text editors : the first key press takes its time to register, but the next ones are registered quickly.
I guess the feel of clunkiness comes from the fact we're not used to that with mouse actions (I least that's the case for me).


This is wrong. In a text ...
by Zaspar
Sun Mar 23, 2025 8:20 pm
Forum: Ideas and Suggestions
Topic: Mine buildings automatically in remote view
Replies: 6
Views: 1667

Re: Mine buildings automatically in remote view

I was going to suggest this myself, but found this thread. The reason it makes sense is as follows:
Normal view: mining an entity takes time (makes sense)
Normal view: mining a ghost is instant (makes sense)
Remote view: mining an entity (to mark it for deconstruction): takes time (makes sense ...
by Zaspar
Sat Jan 11, 2025 4:27 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.30] Finished crafting sound sometimes doesn't play
Replies: 2
Views: 1764

[Donion] [2.0.30] Finished crafting sound sometimes doesn't play

When the current hand crafting item is finished, there is a subtle sound played usually. Sometimes it doesn't play. I have attached a clip of when I noticed it happening below. Watch very carefully: when I finish crafting burner miners at 6s, the sound plays. But when I finish crafting the next ...
by Zaspar
Sun Nov 03, 2024 8:26 pm
Forum: 1 / 0 magic
Topic: [2.0.14] Closing the game teleports the cursor
Replies: 5
Views: 1334

Re: [2.0.14] Closing the game teleports the cursor

I also have an AMD graphics card.
by Zaspar
Sun Nov 03, 2024 5:04 pm
Forum: 1 / 0 magic
Topic: [2.0.14] Closing the game teleports the cursor
Replies: 5
Views: 1334

Re: [2.0.14] Closing the game teleports the cursor

Rseding91 wrote: Sun Nov 03, 2024 2:46 pm Thanks for the report however I am not able to reproduce what you describe when I test.
Would it help if I provide a video/any other information about my setup?
by Zaspar
Sun Nov 03, 2024 1:10 pm
Forum: 1 / 0 magic
Topic: [2.0.14] Closing the game teleports the cursor
Replies: 5
Views: 1334

[2.0.14] Closing the game teleports the cursor

Whenever I press the red 'exit' button from the main menu, there is a roughly 1 second delay between the click and the game closing. If I move my cursor during that time, it will snap back to where the exit button was once the game closes. Expected result: closing the game should not affect the ...
by Zaspar
Thu Nov 30, 2023 9:49 am
Forum: Duplicates
Topic: [1.1.98] Side loading on belt has priority over items on the belt
Replies: 2
Views: 2195

Re: [1.1.98] Side loading on belt has priority over items on the belt

That contained a useful explanation @jan1i3 thank you.
by Zaspar
Tue Nov 28, 2023 9:34 pm
Forum: Duplicates
Topic: [1.1.98] Side loading on belt has priority over items on the belt
Replies: 2
Views: 2195

[1.1.98] Side loading on belt has priority over items on the belt

I discovered a case where a fully compressed half belt of items can be entirely blocked, even when the output is entirely clear, due to a fully compressed belt sideloading onto it part way through. This was achieved without any loops and using only one belt type. I believe similar bugs to this have ...

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