When deconstructing a combinator then undoing the deconstruction an extra green wire appears that wasn't there before deconstruction.
Original setup and deconstruction zone:
Result:
VIDEO:
Search found 60 matches
- Thu Oct 16, 2025 11:39 pm
- Forum: Duplicates
- Topic: [2.0.71] Undoing deconstruction adds extra green wire
- Replies: 1
- Views: 138
- Wed Oct 15, 2025 8:16 pm
- Forum: Bug Reports
- Topic: [2.0.70] 1 underground belt not enough for smart belt dragging
- Replies: 0
- Views: 127
[2.0.70] 1 underground belt not enough for smart belt dragging
So I encountered this while trying to smart belt through a line of already placed belts.
there was supposed to be an underground belt placed before and after, I only had one underground belt in inventory but in the placement it said I don't have enough of them even though I only needed one to ...
there was supposed to be an underground belt placed before and after, I only had one underground belt in inventory but in the placement it said I don't have enough of them even though I only needed one to ...
- Mon Oct 13, 2025 9:27 am
- Forum: Duplicates
- Topic: [2.0.69] dotted pipeline not recoloring
- Replies: 1
- Views: 159
[2.0.69] dotted pipeline not recoloring
After clearing a pipe of its contents the color of the dotted pipeline stays as if that fluid was still present and doesn't reset to default.
Screenshot with the empty pipe and dotted line colored blue (cleared water from the pipe):
Screenshot 2025-10-13 at 11.07.45.png
The expected behaviour for ...
Screenshot with the empty pipe and dotted line colored blue (cleared water from the pipe):
Screenshot 2025-10-13 at 11.07.45.png
The expected behaviour for ...
- Thu Oct 02, 2025 5:32 pm
- Forum: Gameplay Help
- Topic: Smart Splitter Experiments
- Replies: 10
- Views: 1419
Re: Smart Splitter Experiments
It should be easy enough to do a N:M split with a single decider in accumulation mode. Splitter goes left when count < N, right when >= N, and decider resets when count >= N + M. I've probably got some off-by-one errors in this logic, but the principle seems solid.
I made this:
10-02-2025, 19 ...
- Thu Oct 02, 2025 3:41 pm
- Forum: Not a bug
- Topic: [2.0.69] splitter not resetting output side with "set filters"
- Replies: 4
- Views: 349
Re: [2.0.69] splitter not resetting output side with "set filters"
added it there with my current "fix"robot256 wrote: Thu Oct 02, 2025 2:56 pm It would be great if you post your idea for where smart splitters can be useful to this thread: viewtopic.php?t=130999
- Thu Oct 02, 2025 3:40 pm
- Forum: Gameplay Help
- Topic: Smart Splitter Experiments
- Replies: 10
- Views: 1419
Re: Smart Splitter Experiments
Continuing from splitter not resetting output side with "set filters" (declared not a bug)
There is currently no way to set the priority output back to middle when the "set filter" is checked (to basically choose when you want the splitter to act like a normal splitter and when to act like a ...
There is currently no way to set the priority output back to middle when the "set filter" is checked (to basically choose when you want the splitter to act like a normal splitter and when to act like a ...
- Thu Oct 02, 2025 1:47 pm
- Forum: Not a bug
- Topic: [2.0.69] splitter not resetting output side with "set filters"
- Replies: 4
- Views: 349
Re: [2.0.69] splitter not resetting output side with "set filters"
Given that there is no rationale provided explaining why the current behavior is a bug and the bug report is only describing current behavior, since the current behavior is working exactly as i intended it to work (no clearing output side when set filter is used since that would make splitter no ...
- Thu Oct 02, 2025 1:22 pm
- Forum: Not a bug
- Topic: [2.0.69] splitter not resetting output side with "set filters"
- Replies: 4
- Views: 349
[2.0.69] splitter not resetting output side with "set filters"
when setting up a splitter to work through a set of signals I discovered that th eoutput side doesn't reset back to the middle even if the signals tell it to do so.
when first placing down a splitter with both set output side and set filter without it ever having any signals sent to it, the splitter ...
when first placing down a splitter with both set output side and set filter without it ever having any signals sent to it, the splitter ...
- Wed Oct 01, 2025 9:35 pm
- Forum: Not a bug
- Topic: [2.0.69] rail signal placement inconsistency
- Replies: 2
- Views: 234
Re: [2.0.69] rail signal placement inconsistency
oh okay so the signal point is actually further back than the signal itself?
thank you for your time!
thank you for your time!
- Wed Oct 01, 2025 7:45 pm
- Forum: Not a bug
- Topic: [2.0.69] rail signal placement inconsistency
- Replies: 2
- Views: 234
[2.0.69] rail signal placement inconsistency
Here is a picture of my issue:
10-01-2025, 21-33-57.png
What is happening? The top signal (last one in the depot) works like it should, but every other before that one in the same position says "cannot divide segments"
The space is identical in the working signal section and in the non working ...
10-01-2025, 21-33-57.png
What is happening? The top signal (last one in the depot) works like it should, but every other before that one in the same position says "cannot divide segments"
The space is identical in the working signal section and in the non working ...
- Tue Sep 30, 2025 10:26 pm
- Forum: Not a bug
- Topic: [2.0.69] Raw ingredients in editor show gleba resources
- Replies: 3
- Views: 221
Re: [2.0.69] Raw ingredients in editor show gleba resources
oh okay, does it use the cheapest recipes or how exactly does it determine what to use if you don't mind me asking
- Tue Sep 30, 2025 6:08 pm
- Forum: Not a bug
- Topic: [2.0.69] Raw ingredients in editor show gleba resources
- Replies: 3
- Views: 221
[2.0.69] Raw ingredients in editor show gleba resources
when you're hovering over a recipe you unlock with a research in base game it shows it regularly (starting base with plates):
raw regularly.png
but when you type the command /editor it downgrades to ore resources, which is completely fine, but for some reason it adds yumako and jellynut as the raw ...
raw regularly.png
but when you type the command /editor it downgrades to ore resources, which is completely fine, but for some reason it adds yumako and jellynut as the raw ...
- Tue Sep 30, 2025 8:46 am
- Forum: Assigned
- Topic: [kovarex][2.0.68] Smart belt placing underground in place of a curved belt
- Replies: 7
- Views: 402
Re: [2.0.68] Smart belt placing underground in place of a curved belt
windows key + shift + S to take a screenshot, this is barely visible
- Mon Sep 29, 2025 5:59 pm
- Forum: Bug Reports
- Topic: [2.0.69] Underground belts not avoiding underground belts
- Replies: 0
- Views: 206
[2.0.69] Underground belts not avoiding underground belts
The feature of avoiding obstacles (it might be called smart belts as well) doesn't work when you're placing another tier of underground belts over the existing ones (belt weaving)
this probably has something to do with the fact that you can drag a higher level belt over a lower one and it upgrades ...
this probably has something to do with the fact that you can drag a higher level belt over a lower one and it upgrades ...
- Mon Sep 29, 2025 11:00 am
- Forum: Bug Reports
- Topic: [2.0.68] Icons and Filters missing with decon planner
- Replies: 3
- Views: 288
Re: [2.0.68] Icons and Filters missing with decon planner
As a follow up to my issue, the icons when you're setting a name for your save are all there sou would be nice to have the same icons as well in the decon planner to keep the consistency.
It also says "Select signal" when choosing an icon for the decon planner so maybe just that should be changed ...
It also says "Select signal" when choosing an icon for the decon planner so maybe just that should be changed ...
- Sun Sep 28, 2025 10:18 pm
- Forum: Bug Reports
- Topic: [2.0.68] Icons and Filters missing with decon planner
- Replies: 3
- Views: 288
Re: [2.0.68] Icons and Filters missing with decon planner
Thank you for your response, that's completely fair.
I guessed that cliff wouldn't be necessary to add their variant yeah.
From the other list i looked at the ashland tree which is not showing in the icon selector, and it turns out this entity is rejected from showing in gui because it is ...
I guessed that cliff wouldn't be necessary to add their variant yeah.
From the other list i looked at the ashland tree which is not showing in the icon selector, and it turns out this entity is rejected from showing in gui because it is ...
- Sun Sep 28, 2025 6:47 pm
- Forum: Bug Reports
- Topic: [2.0.68] Icons and Filters missing with decon planner
- Replies: 3
- Views: 288
[2.0.68] Icons and Filters missing with decon planner
I noticed that there are some icons and filters missing in the decon planner and when setting the decon planner icons.
Missing from from filters, but is in icons:
- Big fulgoran rock
- Separate cliffs for planets (don't think this is necessary but wanted to include it in the list)
Missing in icons ...
Missing from from filters, but is in icons:
- Big fulgoran rock
- Separate cliffs for planets (don't think this is necessary but wanted to include it in the list)
Missing in icons ...
- Thu Sep 25, 2025 6:36 pm
- Forum: Ideas and Suggestions
- Topic: Increase steam cloud storage
- Replies: 5
- Views: 668
Re: Increase steam cloud storage
yeah okay but increasing steam storage doesn't improve that... as I said you can still have them saved locally and fill up your drive 
- Thu Sep 25, 2025 6:32 pm
- Forum: Duplicates
- Topic: [kovarex][2.0.68] Smart belt dragging bug
- Replies: 1
- Views: 305
[kovarex][2.0.68] Smart belt dragging bug
The bug appears in this rare case of belt alignments:
Expected result: Actual result: Video:
Expected result: Actual result: Video:
- Wed Sep 24, 2025 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Increase steam cloud storage
- Replies: 5
- Views: 668
Re: Increase steam cloud storage
While I do not currently have access to a Steam Developer account, from prior experience (and plenty of Internet Search results, and the obvious screenshot provided for another game in the top post), I can tell you that the maximum accepted in the Steam App Admin panel is 100,000,000,000 bytes ...