Demonstration: https://www.twitch.tv/zaspar_/clip/Obli ... KA-0BI4wV-
Expectation: should be only belts placed here, no underground.
Replay: https://drive.google.com/file/d/1uE9N38 ... sp=sharing
Search found 25 matches
- Mon Jun 01, 2026 12:18 pm
- Forum: Bug Reports
- Topic: [2.0.77] Smart belt dragging causes an underground to be placed over empty space
- Replies: 0
- Views: 186
- 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 ...
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 ...
- 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 ...
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 ...
- Sat Apr 18, 2026 3:33 pm
- Forum: Bug Reports
- Topic: [2.0.76] Ghost underground belt doesn't get reversed when dragging over it
- Replies: 1
- Views: 497
- 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 ...
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 ...
- 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
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
- 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
If there is any confusion I can post a new video.
- 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 ...
- 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 ...
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 ...
- 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 ...
- Tue Apr 01, 2025 10:08 am
- Forum: Ideas and Suggestions
- Topic: "Fog of War" for unresearched technologies
- Replies: 4
- Views: 1045
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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.
- 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
Would it help if I provide a video/any other information about my setup?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.
- 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 ...
- 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.
- 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 ...