What happens?
When force building a blueprint with no tiles in it on Aquilo's ocean, it will automatically place ice platforms under all entities, and concrete under all entities that require it. But if an entity both requires concrete and is overlapping a tile that a curved or half diagonal rail ...
Search found 8 matches
- Fri Aug 14, 2026 8:40 pm
- Forum: Assigned
- Topic: [Lou][2.1.14] Placing blueprint on Aquilo ocean does not place concrete under entities overlapping curved rail
- Replies: 0
- Views: 204
- Fri Jun 26, 2026 6:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.8] Spidertron moves slower over obstacles.
- Replies: 1
- Views: 490
[2.1.8] Spidertron moves slower over obstacles.
Since 2.1, spidertron movement over any sort of obstacles is slower than in 2.0. This includes trees, cliffs, buildings, spawners, anything that would normally block engineer movement. It's hard to quantify where this slowness is coming from, but it seems like the legs take marginally longer to find ...
- Thu Jun 25, 2026 5:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.7] Asteroid textures not showing
- Replies: 5
- Views: 1030
Re: [2.1.7] Asteroid textures not showing
I noticed this myself when using the F5 debug mode. I narrowed down the offending setting to be always-show-lightning-protection. When enabled, it causes the described issues.
- Tue Jun 23, 2026 8:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves
- Replies: 8
- Views: 1949
[Klonan] [2.1.7] Fulgora generates too much land on 2.0 saves
What happens?
When loading a 2.0 save in 2.1, terrain generated on Fulgora has dramatically more land than generated in 2.0, or generated in saves created in 2.1. So much more to the point where all islands can effectively be connected to each other with little issue.
Steps to reproduce
Start ...
When loading a 2.0 save in 2.1, terrain generated on Fulgora has dramatically more land than generated in 2.0, or generated in saves created in 2.1. So much more to the point where all islands can effectively be connected to each other with little issue.
Steps to reproduce
Start ...
- Mon Mar 09, 2026 3:05 am
- Forum: Ideas and Suggestions
- Topic: Allow Blueprint to Disconnect Wire Connections
- Replies: 2
- Views: 816
Re: Allow Blueprint to Disconnect Wire Connections
I second this suggestion, especially when it comes to circuit wires. Circuit conditions are copied onto the entities, but without replacing circuit wires that might already be present, those wires could cause circuit conditions to behave in unexpected ways.
- Fri Mar 06, 2026 7:43 pm
- Forum: Duplicates
- Topic: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
- Replies: 4
- Views: 1277
Re: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
I did see that thread while searching, and it seems like the conclusion in that thread is "a newly added temporary stop should always replace the currently active stop", which I can definitely see as necessary and intentional.
The point of contention I'm running into is where those temporary stops ...
The point of contention I'm running into is where those temporary stops ...
- Fri Mar 06, 2026 7:13 pm
- Forum: Duplicates
- Topic: [2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
- Replies: 4
- Views: 1277
[2.0.73] Temporary train stops are inserted at wrong spot in temporary schedule.
What happens?
When adding a temporary stop to a train by ctrl-clicking the map, if the currently active stop is a temporary stop, either from another ctrl-click or an interrupt, the new temporary stop is added after the active stop and any other temporary stops until the next permanent stop. This ...
When adding a temporary stop to a train by ctrl-clicking the map, if the currently active stop is a temporary stop, either from another ctrl-click or an interrupt, the new temporary stop is added after the active stop and any other temporary stops until the next permanent stop. This ...
- Wed Mar 04, 2026 6:02 pm
- Forum: Assigned
- Topic: [Kovarex] [2.0.73] Inconsistent "Read logistic network requests" with full buffer chests.
- Replies: 0
- Views: 582
[Kovarex] [2.0.73] Inconsistent "Read logistic network requests" with full buffer chests.
What happens?
Buffer chests that cannot have their logistics requests fulfilled due to being full sometimes report their logistic requests, and sometimes don't.
Steps to reproduce
Build the following setup:
0eNrNU8tugzAQ/Jc9m4jwiBKkfkmEkIFNYtXYxDZpI8S ...
Buffer chests that cannot have their logistics requests fulfilled due to being full sometimes report their logistic requests, and sometimes don't.
Steps to reproduce
Build the following setup:
0eNrNU8tugzAQ/Jc9m4jwiBKkfkmEkIFNYtXYxDZpI8S ...