Search found 73 matches
- Wed Nov 12, 2025 9:44 am
- Forum: Ideas and Suggestions
- Topic: Improved space platform pins
- Replies: 4
- Views: 463
Re: Improved space platform pins
Pinned Previews are centered upon the Pin location. If this is not the geometric center of your Platform then you can just place the Pin somewhere else. Or rebuild your ship to be “centered” around the Platform Hub entity.
Having the preview auto-align to somewhere other than where the Pin was ...
- Wed Nov 12, 2025 9:07 am
- Forum: Ideas and Suggestions
- Topic: QoL: remember tile and map settings between sessions
- Replies: 7
- Views: 622
Re: QoL: remember tile and map settings between sessions
So even though it save the settings, it starts every session in default mode? ...Why would that even be a thing?
It does remember it through sessions what I'm saying is you maybe click alt unknowingly and toggle it back to default from the alt view. It happened to me a lot when I got a new ...
- Tue Nov 11, 2025 9:48 pm
- Forum: Duplicates
- Topic: [2.0.72] unaligned "going to space" screen on mac
- Replies: 3
- Views: 411
- Tue Nov 11, 2025 9:30 pm
- Forum: Duplicates
- Topic: [2.0.72] unaligned "going to space" screen on mac
- Replies: 3
- Views: 411
[2.0.72] unaligned "going to space" screen on mac
I'm playing on a 14" macbook pro m2 pro (screen resolution 3024 × 1964) and I saw that when I go to space and fully zoom out the clouds are not aligned with the screen when the launching animation is in progress so it looks like this:
Screenshot 2025-11-11 at 22.02.23.png
Screenshot 2025-11-11 at ...
Screenshot 2025-11-11 at 22.02.23.png
Screenshot 2025-11-11 at ...
- Tue Nov 11, 2025 8:10 pm
- Forum: Ideas and Suggestions
- Topic: QoL: remember tile and map settings between sessions
- Replies: 7
- Views: 622
Re: QoL: remember tile and map settings between sessions
The map settings stay saved. Are you maybe clicking alt on your map view? That's what toggles it between default and your settings.
- Tue Nov 11, 2025 7:45 pm
- Forum: Ideas and Suggestions
- Topic: Improved space platform pins
- Replies: 4
- Views: 463
Re: Improved space platform pins
The "Preview distance" for Pinned location where it switches between Sprite- and Chart-style rendering depends upon the "UI Scale" setting (Automatic / Pixels / Points), and the Resolution of the game window.
Try adjusting these parameters a bit, you may find something that works for you. Good ...
- Tue Nov 11, 2025 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Improved space platform pins
- Replies: 4
- Views: 463
Improved space platform pins
TL;DR
Improved pins of space platforms to match the "preview" windows.
What?
The pins are one of my favorite ways to take a quick glance at a space platform but in my opinion they lack one very important feature that is already in the game and that is the full ship fitting into the pin. That ...
Improved pins of space platforms to match the "preview" windows.
What?
The pins are one of my favorite ways to take a quick glance at a space platform but in my opinion they lack one very important feature that is already in the game and that is the full ship fitting into the pin. That ...
- Fri Nov 07, 2025 11:33 pm
- Forum: Not a bug
- Topic: [2.0.72] ghosted assemblers show wrong stats
- Replies: 2
- Views: 258
Re: [2.0.72] ghosted assemblers show wrong stats
Alright, thank you for your time!
- Fri Nov 07, 2025 7:24 pm
- Forum: Not a bug
- Topic: [2.0.72] ghosted assemblers show wrong stats
- Replies: 2
- Views: 258
[2.0.72] ghosted assemblers show wrong stats
The ghosted assemblers with modules don't show the correct amounts used/crafted per second and keep the "non moduled" numbers as well as the not moduled energy consumption.
Ghosted assemblers without and with modules both showing the same amounts:
Screenshot 2025-11-07 at 20.05.23.png Screenshot ...
Ghosted assemblers without and with modules both showing the same amounts:
Screenshot 2025-11-07 at 20.05.23.png Screenshot ...
- Tue Oct 28, 2025 12:19 am
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] Force stamp doesn't replace modules in editor
- Replies: 1
- Views: 298
[Lou][2.0.72] Force stamp doesn't replace modules in editor
When force stamping an assembler 3 over an assembler 2 in editor it doesn't replace the modules that used to be in assembler 2 with the ones that are in the force stamp of assembler 3.
Here are the starting two assemblers:
starting.png
Then after copying and force stamping this would be the ...
Here are the starting two assemblers:
starting.png
Then after copying and force stamping this would be the ...
- Sat Oct 25, 2025 1:16 pm
- Forum: Not a bug
- Topic: [2.0.72] Captive biter spawner not upgradable
- Replies: 4
- Views: 374
Re: [2.0.72] Captive biter spawner not upgradable
Even tho the player doesn't have to mine it or destroy it to place a higher quality one over an existing spawner?Rseding91 wrote: Sat Oct 25, 2025 12:25 pm That is intended because robots can not mine the old entity and so it’s not upgradable via robots.
- Sat Oct 25, 2025 10:33 am
- Forum: Not a bug
- Topic: [2.0.72] Captive biter spawner not upgradable
- Replies: 4
- Views: 374
Re: [2.0.72] Captive biter spawner not upgradable
Yeah you can, here's the video:
- Sat Oct 25, 2025 10:07 am
- Forum: Not a bug
- Topic: [2.0.72] Captive biter spawner not upgradable
- Replies: 4
- Views: 374
[2.0.72] Captive biter spawner not upgradable
The captive biter spawner is missing from the upgrade planner and it can't be dragged from inventory to the upgrade planner either.
10-25-2025, 11-57-16.png
This would be very useful for upgrading the quality of the captive nests like you can do with other stuff and an upgrade planner
10-25-2025 ...
10-25-2025, 11-57-16.png
This would be very useful for upgrading the quality of the captive nests like you can do with other stuff and an upgrade planner
10-25-2025 ...
- Thu Oct 16, 2025 11:39 pm
- Forum: Duplicates
- Topic: [2.0.71] Undoing deconstruction adds extra green wire
- Replies: 1
- Views: 242
[2.0.71] Undoing deconstruction adds extra green wire
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:
Original setup and deconstruction zone: Result: VIDEO:
- 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: 221
[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: 258
[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: 2445
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: 511
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: 2445
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: 511
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 ...