Search found 43 matches
- Wed Mar 04, 2026 4:39 pm
- Forum: Not a bug
- Topic: [2.0.73] Multiple robot requests into a roboport are bugged
- Replies: 2
- Views: 201
Re: [2.0.73] Multiple robot requests into a roboport are bugged
Thanks for the report however this is working correctly. The requests are processed in left->right order with space for each request reserved. So by having 2x requests it makes space for 100 rare logistic robots (2 slots), 100 rare construction robots (2 slots), 100 uncommon logistic robots (2 ...
- Wed Mar 04, 2026 2:29 pm
- Forum: Not a bug
- Topic: [2.0.73] Multiple robot requests into a roboport are bugged
- Replies: 2
- Views: 201
[2.0.73] Multiple robot requests into a roboport are bugged
What i did:
Select roboport -> set Robot request more than x1
What i expect:
For example, if i set 50 logistic robots with x2 - i expect 100 robots in total will move to this roboport. As any logistic chest working. As any space platform request working.
Whats happend:
If i set x1 request ...
Select roboport -> set Robot request more than x1
What i expect:
For example, if i set 50 logistic robots with x2 - i expect 100 robots in total will move to this roboport. As any logistic chest working. As any space platform request working.
Whats happend:
If i set x1 request ...
- Fri Feb 20, 2026 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Logistic request: add *instert* instead of *replace* when dragging item
- Replies: 2
- Views: 699
- Wed Feb 18, 2026 4:21 pm
- Forum: Bug Reports
- Topic: [2.0.73] Frozen enemies
- Replies: 3
- Views: 593
Re: [2.0.73] Frozen enemies
Its very old bug (like, 8+ years, maybe it always was here), nauvis, gleba, - enemies frozen on big bases if they visible with radar but no active chunks around
- Sat Feb 14, 2026 4:57 pm
- Forum: Bug Reports
- Topic: [2.0.73] Snap-to-grid blueprint with car make new ghost car over current one
- Replies: 1
- Views: 829
[2.0.73] Snap-to-grid blueprint with car make new ghost car over current one
Video below.
What on video:
1) Setup single blueprnt with no hold mouse - work as expected
2) Setup single blueprnt with hold mouse - car and car ghost at same place
3) Setup single blueprnt with no hold mouse - work as expected
4) Setup single blueprnt with hold mouse and move to setup it twice ...
What on video:
1) Setup single blueprnt with no hold mouse - work as expected
2) Setup single blueprnt with hold mouse - car and car ghost at same place
3) Setup single blueprnt with no hold mouse - work as expected
4) Setup single blueprnt with hold mouse and move to setup it twice ...
- Sat Nov 15, 2025 7:28 am
- Forum: Duplicates
- Topic: [2.0.72] Display panel *Always show in alt mode* checkbox removing current text
- Replies: 1
- Views: 555
[2.0.72] Display panel *Always show in alt mode* checkbox removing current text
So if you texting in Display panel gui and then you pressed *Always show in alt mode* checkbox while it was un-checked - all the whole text will be removed.
- Sat Nov 15, 2025 7:25 am
- Forum: Gameplay Help
- Topic: [2.0.72] Interrupts based on *destination full* have delay on call
- Replies: 2
- Views: 837
Re: [2.0.72] Interrupts based on *destination full* have delay on call
Why its moved to *Gameplay help* by moderator? Its not *personal setup problem* - just try ur own *destination full* interrupt to see this bug. I can give more info or screenshots if needed.
- Tue Nov 11, 2025 4:35 am
- Forum: Fixed for 2.1
- Topic: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
- Replies: 9
- Views: 1672
Re: [2.0.69] Non-explosive cannon shell +25% range modifier is not working
how do you define intended function of the +25% range modifier?
2.0.7 text is
- Increased damage and range of non-explosive cannon shells.
I was sure its explosive range on hit cuz impact point still have aoe radius, but based on @eugenekay post, looks i'm wrong anyway (that honestly still wierd ...
2.0.7 text is
- Increased damage and range of non-explosive cannon shells.
I was sure its explosive range on hit cuz impact point still have aoe radius, but based on @eugenekay post, looks i'm wrong anyway (that honestly still wierd ...
- Mon Nov 10, 2025 3:49 pm
- Forum: Minor issues
- Topic: [2.0.72] Inserter wont grab item from locomotive until rebuild
- Replies: 2
- Views: 565
- Mon Nov 10, 2025 3:34 pm
- Forum: Fixed for 2.1
- Topic: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
- Replies: 9
- Views: 1672
Re: [2.0.69] Non-explosive cannon shell +25% range modifier is not working
Why? Its explosive range, not tank shoot distance
How do you define "tank shoot distance"? I am aiming at a target 35 tiles away and the non-explosive shell just explode at 30 tiles distance like explosive shell. If the +25% range description is accurate, the shell should explode at 37.5 ...
- Mon Nov 10, 2025 10:49 am
- Forum: Fixed for 2.1
- Topic: [Klonan] [2.0.69] Non-explosive cannon shell +25% range modifier is not working
- Replies: 9
- Views: 1672
Re: [2.0.69] Non-explosive cannon shell +25% range modifier is not working
Why? Its explosive range, not tank shoot distance
- Mon Nov 10, 2025 6:12 am
- Forum: Gameplay Help
- Topic: [2.0.72] Interrupts based on *destination full* have delay on call
- Replies: 2
- Views: 837
Re: [2.0.72] Interrupts based on *destination full* have delay on call
Upd: new video , same setup, but instead of interrupt *Cargo empty + Destination full* i use *Cargo empty + Circuit signal* where signal is limit train more than current train on destination. Result - no delay.
Looks like its not every interrupt delayed, its just *destination full* delayed. So, why ...
Looks like its not every interrupt delayed, its just *destination full* delayed. So, why ...
- Mon Nov 10, 2025 4:24 am
- Forum: Minor issues
- Topic: [2.0.72] Inserter wont grab item from locomotive until rebuild
- Replies: 2
- Views: 565
[2.0.72] Inserter wont grab item from locomotive until rebuild
While locomotive a bit turned like on video below, insetret wont grab fuel. But if i re-build inserter- it works. Video below. Think its happend while previously locomotive moved from another rail position - inserter did last swing but locomotive is full, and next locomotive cant use inserter's ...
- Sun Nov 09, 2025 6:27 pm
- Forum: Ideas and Suggestions
- Topic: Logistic request: add *instert* instead of *replace* when dragging item
- Replies: 2
- Views: 699
Re: Logistic request: add *instert* instead of *replace* when dragging item
Up! Please, add this function!
Research tab ALREADY HAVE THIS, so why we cant use same function with items to drag and drop not only as *replace* but also as *insert at middle*
Research tab ALREADY HAVE THIS, so why we cant use same function with items to drag and drop not only as *replace* but also as *insert at middle*
- Sun Nov 09, 2025 8:34 am
- Forum: Gameplay Help
- Topic: [2.0.72] Interrupts based on *destination full* have delay on call
- Replies: 2
- Views: 837
[2.0.72] Interrupts based on *destination full* have delay on call
Video below
What did you do?
I trying to use train interrupt: if destination is full or no path to Load station - train going to Relax station*. I expect that Trains will wait at Relax station while they are no needed.
What happened?
- if train is green mean its mooving to Load station
- white ...
What did you do?
I trying to use train interrupt: if destination is full or no path to Load station - train going to Relax station*. I expect that Trains will wait at Relax station while they are no needed.
What happened?
- if train is green mean its mooving to Load station
- white ...
- Sat Nov 08, 2025 5:14 am
- Forum: Assigned
- Topic: [Kovarex] [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
- Replies: 3
- Views: 689
Re: [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
Well, what should it show in the tooltip?
Because for the first parameter the available previous parameters to be used in the formula are ... NONE. Did you expect "Available variables: None"?
Sir, i undestand what you mean, but its not shown in any cases because this info show just as example ...
- Wed Oct 22, 2025 2:28 pm
- Forum: Won't fix.
- Topic: [Lou][2.0.69] Foundation marked for deconstruction included in blueprint with asteroid collector
- Replies: 1
- Views: 506
[Lou][2.0.69] Foundation marked for deconstruction included in blueprint with asteroid collector
What did you do?
Trying to copy-paste asteroid collector setup on a free space for a small fix to return it back.
What happened?
*Marks for deconstruction* space platform foundation becomes part of a blueprint. As result, blueprint usage becomes impossible cuz asteroid collector stays on *Marks ...
Trying to copy-paste asteroid collector setup on a free space for a small fix to return it back.
What happened?
*Marks for deconstruction* space platform foundation becomes part of a blueprint. As result, blueprint usage becomes impossible cuz asteroid collector stays on *Marks ...
- Wed Oct 22, 2025 12:23 pm
- Forum: Fixed for 2.1
- Topic: [Klonan] [2.0.69] Gleba Enemies Fail to Expand Bases
- Replies: 2
- Views: 1190
Re: [2.0.69] Gleba Enemies Fail to Expand Bases
Think i got same problem, one day the expansion stopped. I use artillery, but it covers only one side out of four, the other three sides have no any nests within 100+ hours; turrets also have full hp (i dont have drones to cover defence line with repair packs). I cleared pollution cloud once 200 ...
- Tue Oct 21, 2025 1:36 pm
- Forum: Duplicates
- Topic: [2.0.69] Stacked ice texture layer under Crusher texture layer
- Replies: 1
- Views: 327
- Thu Oct 16, 2025 9:44 pm
- Forum: Assigned
- Topic: [Kovarex] [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
- Replies: 3
- Views: 689
[Kovarex] [2.0.69] Blueprint parametrisation gui doesnt show *aviliable variables* info
What did you do?
I'm trying to remember how to see parametrisation variables, but I don't see any pop-up window. I go to internet and look for screenshots, and in every screenshot I see a pop-up window, but I don't have one. By randomly clickin within 3 min and re-makin blueprint, i discover that ...
I'm trying to remember how to see parametrisation variables, but I don't see any pop-up window. I go to internet and look for screenshots, and in every screenshot I see a pop-up window, but I don't have one. By randomly clickin within 3 min and re-makin blueprint, i discover that ...