Search found 59 matches
- Thu May 22, 2025 9:28 pm
- Forum: Assigned
- Topic: [kovarex] [2.0.48] Splitter replaced by underground when dragging underground over at specific distance
- Replies: 1
- Views: 560
Re: [kovarex] [2.0.48] Splitter replaced by underground when dragging underground over at specific distance
I think this might be connected to 128744 (but that was marked as not a bug)
- Sat May 17, 2025 11:49 pm
- Forum: Not a bug
- Topic: [2.0.48] Just another smart belt bug #9
- Replies: 2
- Views: 612
Re: [2.0.48] Just another smart belt bug #9
this is kind of similar / probably connected to 128733
- Thu Mar 20, 2025 2:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.37] Inserter stuck inserting spoiled nutrients for "Burnt spoilage" recipe
- Replies: 3
- Views: 1700
- Tue Mar 18, 2025 3:29 pm
- Forum: Duplicates
- Topic: [2.0.39] Forced underground belt ghost not placed
- Replies: 0
- Views: 171
[2.0.39] Forced underground belt ghost not placed
What did you do? What happened?
1. Copy an underground belt entry part with a pipe in front of it.
2. Super forced build this over a belt line
2.1 before placement, underground belt exit part is shown to be built
3. underground belt exit part ghost did not get placed
What did you expect to ...
1. Copy an underground belt entry part with a pipe in front of it.
2. Super forced build this over a belt line
2.1 before placement, underground belt exit part is shown to be built
3. underground belt exit part ghost did not get placed
What did you expect to ...
- Thu Mar 06, 2025 12:56 am
- Forum: Duplicates
- Topic: [2.0.33] Train interrupt editor stays active if game is paused
- Replies: 1
- Views: 185
[2.0.33] Train interrupt editor stays active if game is paused
What did you do?
Open the interrupt editor and pause the game using [Pause].
What happened? What did you expect to happen instead? It might be obvious to you, but do it anyway!
Train interrupt editor kept being actively interactable, not getting greyed out and overlayed like every other menu in ...
Open the interrupt editor and pause the game using [Pause].
What happened? What did you expect to happen instead? It might be obvious to you, but do it anyway!
Train interrupt editor kept being actively interactable, not getting greyed out and overlayed like every other menu in ...
- Tue Mar 04, 2025 4:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.33] Ctrl+Click remotely in equipment grid removes one of each
- Replies: 2
- Views: 1419
Re: [2.0.33] Ctrl+Click remotely in equipment grid removes one of each
seems someone renamed the title of this bug report,
I did not notice how many pieces of the different equipment types get removed - but can confirm the one of each behaviour after a little bit of testing
I did not notice how many pieces of the different equipment types get removed - but can confirm the one of each behaviour after a little bit of testing
- Tue Mar 04, 2025 2:05 am
- Forum: Ideas and Suggestions
- Topic: Qol: True value next to expected resources
- Replies: 3
- Views: 466
Re: Qol: True value next to expected resources
Or at least rename this section to "available resources".
This made me interpret the value the wrong way a lot of times.
This made me interpret the value the wrong way a lot of times.
- Tue Mar 04, 2025 1:55 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.33] Ctrl+Click remotely in equipment grid removes one of each
- Replies: 2
- Views: 1419
[Genhis][2.0.33] Ctrl+Click remotely in equipment grid removes one of each
What did you do? What happened?
I was trying to set forced-item-replacement requests in equipment grid over the remote viewer
(which does not seem to work or to be implemented).
What I found is that [Ctrl+Click] on an empty slot does have wrong effect:
It splits up the equipment grid, randomly ...
I was trying to set forced-item-replacement requests in equipment grid over the remote viewer
(which does not seem to work or to be implemented).
What I found is that [Ctrl+Click] on an empty slot does have wrong effect:
It splits up the equipment grid, randomly ...
- Tue Mar 04, 2025 1:35 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.33] Asteroid collectors never built: invalid game state by super forced building
- Replies: 3
- Views: 1478
Re: [2.0.33] Asteroid collectors never built: invalid game state by super forced building
This seems to be very specific to asteroid collectors:
this does not happen with thrusters, which also have blocked area (forbidden for building).
this does not happen with thrusters, which also have blocked area (forbidden for building).
- Tue Mar 04, 2025 1:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.33] Asteroid collectors never built: invalid game state by super forced building
- Replies: 3
- Views: 1478
[Lou][2.0.33] Asteroid collectors never built: invalid game state by super forced building
What did you do?
Place space collector ghosts in the space.
What happened?
The ghosts are never built. Cause is that there are no space foundation tiles below the object.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
The ghosts to be buildable when ...
Place space collector ghosts in the space.
What happened?
The ghosts are never built. Cause is that there are no space foundation tiles below the object.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
The ghosts to be buildable when ...
- Fri Feb 28, 2025 8:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.32] Deleting a blueprint doesn't clear logistic orders on it
- Replies: 2
- Views: 1460
Re: [2.0.32] Deleting a blueprint doesn't clear logistic orders on it
I could reproduce this in 2.0.33.
The state can be easily recovered (or at least, I could recover it easily in 2.0.33):
1. remove the X by either
- going to the chest and clicking on the red X (character needs to stand by the chest)
- placing some items into the slot, e.g. placing slot fill ...
The state can be easily recovered (or at least, I could recover it easily in 2.0.33):
1. remove the X by either
- going to the chest and clicking on the red X (character needs to stand by the chest)
- placing some items into the slot, e.g. placing slot fill ...
- Fri Feb 28, 2025 7:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.33] Cannot remove train interrupts (clicktrough / clicking behind it)
- Replies: 2
- Views: 321
[2.0.33] Cannot remove train interrupts (clicktrough / clicking behind it)
What did you do?
Try to remove train interrupts by clicking on the X icon.
What happened?
Nothing happens, then I noticed by clicking on the X i can drag the map behind - clicking through the X but not the X.
See attached video.
cannot-remove-train-interrupt.mp4
What did you expect to ...
Try to remove train interrupts by clicking on the X icon.
What happened?
Nothing happens, then I noticed by clicking on the X i can drag the map behind - clicking through the X but not the X.
See attached video.
cannot-remove-train-interrupt.mp4
What did you expect to ...
- Mon Feb 24, 2025 1:18 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.21] Missing effect description of jelly and jellynuts and effect duration of all gleba edibles.
- Replies: 1
- Views: 351
Re: [2.0.21] Missing effect description of jelly and jellynuts and effect duration of all gleba edibles.
As of 2.0.31, this got fixed
- Sun Jan 19, 2025 1:24 pm
- Forum: Duplicates
- Topic: [2.0.28] Requested item gets trashed by "trash unrequested"
- Replies: 1
- Views: 314
[2.0.28] Requested item gets trashed by "trash unrequested"
What did you do? What happened? :
I built a requester chest that should request 500 to infinite uncommon iron plates
and set "Trash unrequested".
Expected : it should be ok to have more than 500 uncommon iron plates in the chest.
Observed behaviour : if more than 500 items get into the chest, the ...
I built a requester chest that should request 500 to infinite uncommon iron plates
and set "Trash unrequested".
Expected : it should be ok to have more than 500 uncommon iron plates in the chest.
Observed behaviour : if more than 500 items get into the chest, the ...
- Tue Dec 31, 2024 11:52 am
- Forum: Duplicates
- Topic: [2.0.28] Cannot fill all module requests by Ctrl + Click
- Replies: 2
- Views: 433
Re: [2.0.28] Cannot fill all module requests by Ctrl + Click
It does not need to be a module upgrade.
Setting requests for same or lower tier modules into the free slots also does not work.
Setting requests for same or lower tier modules into the free slots also does not work.
- Tue Dec 31, 2024 1:26 am
- Forum: Not a bug
- Topic: [2.0.28] Mining drill expected resources ignoring resource drain
- Replies: 4
- Views: 837
[2.0.28] Mining drill expected resources ignoring resource drain
Having common, uncommon, rare, etc. big mining drills all show the same amount of expected resources (in the right-side building details pane) when placed at the same location.
This is wrong, since the better quality ones have smaller resource drain, thus bringing more ores from the same patch.
Not ...
This is wrong, since the better quality ones have smaller resource drain, thus bringing more ores from the same patch.
Not ...
- Tue Dec 31, 2024 1:12 am
- Forum: Duplicates
- Topic: [2.0.28] Cannot fill all module requests by Ctrl + Click
- Replies: 2
- Views: 433
[2.0.28] Cannot fill all module requests by Ctrl + Click
Cannot fill all module requests by Ctrl + Click if there are already modules in the building.
Given I have an assembler with 1x Speed Module 1 (either real or ghost), 1x free slot and 1x module of other type in it.
Now if I [Ctrl + Click] on the building with Speed 2 or 3 module ghost, upgrade ...
Given I have an assembler with 1x Speed Module 1 (either real or ghost), 1x free slot and 1x module of other type in it.
Now if I [Ctrl + Click] on the building with Speed 2 or 3 module ghost, upgrade ...
- Tue Dec 31, 2024 12:55 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.28] Placing quality building over common building ghost removes module slot requests.
- Replies: 3
- Views: 3477
[Lou][2.0.28] Placing quality building over common building ghost removes module slot requests.
Given I have a blueprint including common big mining drills with modules and I place this blueprint.
If I place quality (uncommon) big mining drills over the common big drill ghosts, the module slot request get lost.
If I place quality (uncommon) big mining drills over the common big drill ghosts, the module slot request get lost.
- Fri Dec 27, 2024 10:49 pm
- Forum: Duplicates
- Topic: [2.0.28] Production statistics showing wrong item counts
- Replies: 6
- Views: 683
Re: [2.0.28] Production statistics showing wrong item counts
From the same save file:
An example that shows much more impact:
Uncommon iron plate produced on vulcanus
- 146 plates in last 1 hour
- 98 plates in last 10 hours
- 36 plates in last 50 hours
- no plates in last 250 hours
- no plates in last 1000 hours
- 146 plates All time
An example that shows much more impact:
Uncommon iron plate produced on vulcanus
- 146 plates in last 1 hour
- 98 plates in last 10 hours
- 36 plates in last 50 hours
- no plates in last 250 hours
- no plates in last 1000 hours
- 146 plates All time
- Fri Dec 27, 2024 10:30 pm
- Forum: Duplicates
- Topic: [2.0.28] Production statistics showing wrong item counts
- Replies: 6
- Views: 683