Search found 17282 matches
- Mon Aug 03, 2026 3:31 pm
- Forum: Bug Reports
- Topic: [2.0.72] Relative Tile PB not dragging correctly when not starting drag on a placing field
- Replies: 3
- Views: 623
Re: [2.0.72] Relative Tile PB not dragging correctly when not starting drag on a placing field
Could you provide a save file that shows this issue?
- Mon Aug 03, 2026 3:07 pm
- Forum: Bug Reports
- Topic: [2.1.12] Cargo Landing Pad on Gleba causing lag
- Replies: 3
- Views: 194
Re: [2.1.12] Cargo Landing Pad on Gleba causing lag
They will, until the ground has been covered in items and then they will start stacking at the 1 point. I'd guess the ones that fanned out were already collected.
- Mon Aug 03, 2026 2:24 pm
- Forum: Bug Reports
- Topic: [2.1.12] Crash loading save (EquipmentGrid::copyLayoutFrom)
- Replies: 2
- Views: 119
Re: [2.1.12] Crash loading save (EquipmentGrid::copyLayoutFrom)
If renaming the blueprint library file fixes the issue - can you please upload it here (or somewhere, and provide a link)?
- Mon Aug 03, 2026 2:17 pm
- Forum: Resolved for the next release
- Topic: [Rseding91] Train stop name max length changed in 2.0
- Replies: 5
- Views: 1372
Re: [Rseding91] Train stop name max length changed in 2.0
Thanks for the report and sorry this one got missed in pending for so long. This is now fixed for the next release.
- Mon Aug 03, 2026 7:15 am
- Forum: Not a bug
- Topic: Enemies on Gleba won't attack if there are no agricultural towers
- Replies: 4
- Views: 327
Re: Enemies on Gleba won't attack if there are no agricultural towers
As mentioned this is working correctly and you simply are playing the game in a way that was not intended. Maybe some day someone will change it but for now this is how it works.
- Mon Aug 03, 2026 7:11 am
- Forum: Not a bug
- Topic: [2.1.12] Tile with destroys_dropped_items == true does not destroy items on the ground after changing tiles
- Replies: 1
- Views: 67
Re: [2.1.12] Tile with destroys_dropped_items == true does not destroy items on the ground after changing tiles
Thanks for the report however this is not a bug. The system being described only applies when items are placed on the tile that is marked to destroy dropped items. It was not implemented to retroactively destroy items when the tile is placed.
- Mon Aug 03, 2026 7:08 am
- Forum: Technical Help
- Topic: Entity IDs inconsistent when re-exporting same blueprint
- Replies: 4
- Views: 750
Re: Entity IDs inconsistent when re-exporting same blueprint
The search logic is more complex than just “upper left to bottom right” due to the nature of how things register in the world. For the same entities in the same order within a blueprint they will generate the same IDs when exported to strings.
- Sat Aug 01, 2026 9:47 pm
- Forum: 1 / 0 magic
- Topic: [2.1.12] Transport belts cannot be circuit-wired via UI in one save; identical save from same session connects fine
- Replies: 5
- Views: 250
Re: [2.1.12] Transport belts cannot be circuit-wired via UI in one save; identical save from same session connects fine
Have you control settings (key bindings) been modified compared to the default ones?
- Sat Aug 01, 2026 5:35 pm
- Forum: Bug Reports
- Topic: [2.1.12][mac] Low power mode forces 30FPS only with vsync
- Replies: 6
- Views: 223
Re: [2.1.12][mac] Low power mode forces 30FPS only with vsync
I suspect there’s nothing to be done about this. The way vsync works means if the GPU takes longer than 1/60th of a second to render a frame the next one is forced to wait until the following 16 millisecond window, resulting in 30 FPS. Since low power mode will impact more than just the GPU timings ...
- Fri Jul 31, 2026 1:05 am
- Forum: Gameplay Help
- Topic: Possible personal request bug
- Replies: 3
- Views: 224
Re: Possible personal request bug
Yes, you can already do that. You may need to change the quality first but then you should be able to select the same item.
- Thu Jul 30, 2026 3:21 pm
- Forum: Not a bug
- Topic: [2.1.12] Enemies being “repaired” by bots
- Replies: 4
- Views: 250
Re: [2.1.12] Enemies being “repaired” by bots
Thanks for the save file. Wrigglers heal themselves slightly every time they damage something.
- Thu Jul 30, 2026 12:23 pm
- Forum: Not a bug
- Topic: [2.1.12] Enemies being “repaired” by bots
- Replies: 4
- Views: 250
Re: [2.1.12] Enemies being “repaired” by bots
Without a save file showing this issue there's nothing we can do.
- Thu Jul 30, 2026 11:51 am
- Forum: Bug Reports
- Topic: [2.1.12] Saturated Cargo Landing Pad on Fulgora + infinite space-platform output spawns unbounded deconstruction-marked
- Replies: 5
- Views: 528
Re: [2.1.12] Saturated Cargo Landing Pad on Fulgora + infinite space-platform output spawns unbounded deconstruction-mar
It looks like the platform auto trash logic does not account for the available space in the landing pad when sending trash down. It likely should to avoid this situation. The spill onto ground logic is mostly meant as a backup to avoid deleting items and not a scenario that’s supposed to just happen ...
- Wed Jul 29, 2026 10:14 pm
- Forum: Not a bug
- Topic: [2.1.12] character death upon exiting editor mode
- Replies: 3
- Views: 295
Re: [2.1.12] character death upon exiting editor mode
The first screen cap does not have the armor equipped on the character. You have it equipped on the map editor. The character is the GUI on the right which shows no armor equipped.
- Wed Jul 29, 2026 6:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.9] Desync on SA after ploping down blueprint on Gleba
- Replies: 4
- Views: 569
Re: [2.1.9] Desync on SA after ploping down blueprint on Gleba
This should be fixed in the latest release.
- Wed Jul 29, 2026 6:13 pm
- Forum: Resolved for the next release
- Topic: [2.1.12] Blueprint requests parameter confirmation after removing parameterized buildings
- Replies: 2
- Views: 282
Re: [2.1.12] Blueprint requests parameter confirmation after removing parameterized buildings
Thanks for the report. This is now fixed for the next release.
- Wed Jul 29, 2026 4:26 pm
- Forum: Not a bug
- Topic: [2.0.77] UI flickering when selecting Shattered planet while on Solar system edge
- Replies: 2
- Views: 295
Re: [2.0.77] UI flickering when selecting Shattered planet while on Solar system edge
Thanks for the report however this seems to be working correctly - although not particularly useful. You need to put fly conditions on the schedule entry or it will instantly turn around as soon as it starts flying towards the shattered planet location.
- Wed Jul 29, 2026 4:17 pm
- Forum: Not a bug
- Topic: [2.0.73] Changing train group name causes memory loss in trains
- Replies: 1
- Views: 533
Re: [2.0.73] Changing train group name causes memory loss in trains
As far as I understand: changing the trains group functionally works as wipe-the-schedule and set-schedule-from-group + run interrupts. So with that in mind - it seems like this is working correctly? Unless I'm misunderstanding.
- Wed Jul 29, 2026 3:31 pm
- Forum: Not a bug
- Topic: [2.1.12 exp]Assembler having some Fill/Empty barrel recipes that cannot be crafted
- Replies: 1
- Views: 115
Re: [2.1.12 exp]Assembler having some Fill/Empty barrel recipes that cannot be crafted
Thanks for the report however this is working as intended. The technology unlocks all barreling recipes - it does not care if you can access those fluids at the time it is unlocked.
- Wed Jul 29, 2026 2:30 pm
- Forum: Resolved for the next release
- Topic: [2.0.73] Picking fuel out of trains does not work and causes invalid game state when inventory full
- Replies: 1
- Views: 643
Re: [2.0.73] Picking fuel out of trains does not work and causes invalid game state when inventory full
Thanks for the report. This is now fixed for the next release.