If an underground belt or pipe to ground cannot be placed on a surface due to a surface condition, it won't show the "<condition> is too <high/low>" floating text when trying to place it, and will still flip the ghost in the player's hand, as if it was placed
In theory this should just match the ...
Search found 29 matches
- Sun Jun 07, 2026 1:41 pm
- Forum: Bug Reports
- Topic: [2.0.77] Underground belts / pipes banned with surface conditions have visual issues
- Replies: 0
- Views: 326
- Wed May 27, 2026 5:58 pm
- Forum: Duplicates
- Topic: [2.0.77][Mod] Recipes that output more than 1 rocket part only count as 1
- Replies: 2
- Views: 319
[2.0.77][Mod] Recipes that output more than 1 rocket part only count as 1
If a recipe outputs more than 1 rocket part, the progression in the rocket silo will act as if the recipe only outputs 1 rocket part, when intuitively it should increase progress by (rocket count output) times the normal amount, discarding the excess
This is very easy to reproduce with the attached ...
This is very easy to reproduce with the attached ...
- Wed Jan 28, 2026 5:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.73] Typo in tile-effect limit message
- Replies: 1
- Views: 597
[2.0.73] Typo in tile-effect limit message
That first sentence should end "...definitions has been reached."
I'm not surprised this has been missed, I think I might be one of the first people to even see this message and it took practically every planet on the mod portal enabled at once to do it
I'm not surprised this has been missed, I think I might be one of the first people to even see this message and it took practically every planet on the mod portal enabled at once to do it
- Wed Jan 21, 2026 10:05 pm
- Forum: Not a bug
- Topic: [2.0.73] Tooltip for failing "don't research X before Y"achievements always says you researched a science pack too early
- Replies: 1
- Views: 731
[2.0.73] Tooltip for failing "don't research X before Y"achievements always says you researched a science pack too early
01-21-2026, 22-03-35.png
While this is fine in vanilla considering the only achievement is for researching logistics systems before purple or yellow science, with mods it can be the case that the achievements you cannot research are not science packs, making the tooltip incorrect
It should ...
While this is fine in vanilla considering the only achievement is for researching logistics systems before purple or yellow science, with mods it can be the case that the achievements you cannot research are not science packs, making the tooltip incorrect
It should ...
- Fri Dec 05, 2025 11:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Recipes with no input, but with enough outputs to linewrap in the tooltip, show an errant "/s"
- Replies: 1
- Views: 611
[2.0.72] Recipes with no input, but with enough outputs to linewrap in the tooltip, show an errant "/s"
Fairly straightforward bug, a "/s" shows up on the left side of the crafting arrow only if the crafting recipe has enough outputs to line wrap
Pictured here is the "Voidcraft" mod
Pictured here is the "Voidcraft" mod
- Wed Dec 03, 2025 10:22 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] "Craft fluid" trigger techs force themselves into your research queue when fulfiled, even when not yet unlocked
- Replies: 1
- Views: 2546
[2.0.72] "Craft fluid" trigger techs force themselves into your research queue when fulfiled, even when not yet unlocked
If you have a trigger tech that expects you to craft a fluid, when you do craft that fluid (and your research queue is empty), it will add itself to the research queue, even if you can't research it because you haven't unlocked the tech yet
12-03-2025, 10-21-05.png
Trying to manually remove it ...
12-03-2025, 10-21-05.png
Trying to manually remove it ...
- Mon Oct 20, 2025 8:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.71] Crash in Warptorio 2 SA (Entity::postCloned)
- Replies: 1
- Views: 586
[2.0.71] Crash in Warptorio 2 SA (Entity::postCloned)
If I remember correctly it's usually the right practice to report hard engine-side crashes here
Reproduction steps: Load the attached save, and then click the Warp button. The game will immediately hard crash.
The logs mention an access violation, but I can't divine any further information on my end
Reproduction steps: Load the attached save, and then click the Warp button. The game will immediately hard crash.
The logs mention an access violation, but I can't divine any further information on my end
- Tue Sep 23, 2025 11:50 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.67] Planets with pressure and gravity 0 have "xNaN" robot energy usage
- Replies: 1
- Views: 3883
[boskid][2.0.67] Planets with pressure and gravity 0 have "xNaN" robot energy usage
Being that an infinite robot energy usage is already error trapped by setting it back to x1, the same thing should probably be done for "not a number" energy usage
09-23-2025, 12-49-08.png
NaN robot energy usage produces some very noticeably broken results, and can realistically be run into with ...
09-23-2025, 12-49-08.png
NaN robot energy usage produces some very noticeably broken results, and can realistically be run into with ...
- Sat Aug 30, 2025 9:39 pm
- Forum: Not a bug
- Topic: [2.0.65] Centrifuges have no defined weight, and therefore have a rocket capacity of 1
- Replies: 3
- Views: 1266
Re: [2.0.65] Centrifuges have no defined weight, and therefore have a rocket capacity of 1
The "no defined weight" is the notable bug in this instance, as it's the only obtainable vanilla/SA item that I can think of that does not have one
- Sat Aug 30, 2025 6:39 pm
- Forum: Not a bug
- Topic: [2.0.65] Centrifuges have no defined weight, and therefore have a rocket capacity of 1
- Replies: 3
- Views: 1266
[2.0.65] Centrifuges have no defined weight, and therefore have a rocket capacity of 1
While I understand that centrifuges have no uses outside of Nauvis, and this is an inconsistency moreso than anything else, it does stand out as rather out of place compared to all other production buildings that have defined weights and defined rocket capacity of (5~50 depending on the building ...
- Fri Jun 20, 2025 12:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
- Replies: 4
- Views: 2725
Re: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
So the mods explicitly require the space-age mod or do they require the feature flags for space age features?
In this instance, all the planet mods explicitly require Space Age, but clicking on the checkmark for the mod itself with no mods enabled will not enable Space Age, despite enabling the ...
- Thu Jun 12, 2025 1:40 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
- Replies: 4
- Views: 2725
[2.0.55] Enabling mods that require Space Age doesn't automatically enable Space Age itself
This is inconsistent with how it handles other mods, and probably shouldn't be special-cased, since things like a full wall of this:
get quite annoying when they tend to happen quite often
- Tue Jun 03, 2025 11:35 pm
- Forum: Duplicates
- Topic: [2.0.55] Editor view panning with WASD gets slower when game speed is higher for some reason?
- Replies: 2
- Views: 767
- Tue Jun 03, 2025 11:34 pm
- Forum: Duplicates
- Topic: [2.0.55] Editor view panning with WASD gets slower when game speed is higher for some reason?
- Replies: 2
- Views: 767
[2.0.55] Editor view panning with WASD gets slower when game speed is higher for some reason?
I'm not sure about many things, but I'm confident in calling this a bug because I can't think of any reason why the scroll speed should go DOWN when the game speed is turned up
- Sun Jun 01, 2025 3:14 am
- Forum: Modding interface requests
- Topic: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
- Replies: 4
- Views: 1488
graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
It's a little strange that there isn't any way at all to make a mining drill flippable, especially when there's already an asymmetrical drill (burner drills) in the base game
Having support for at least being able to set this up via mods would be nice, especially with the possibility of mods adding ...
Having support for at least being able to set this up via mods would be nice, especially with the possibility of mods adding ...
- Wed May 14, 2025 1:51 am
- Forum: Won't fix.
- Topic: [2.0.49 Mods] Robots with surface conditions ignore those conditions when placed into roboports
- Replies: 2
- Views: 1367
[2.0.49 Mods] Robots with surface conditions ignore those conditions when placed into roboports
e.g. the Bots Bots Bots (and its many forks)' bots have lower-tier robots with surface conditions that forbid them from working on other planets, on paper
05-14-2025, 02-50-43.png
In practice, however, if you place those robots into a roboport, they can still leave the roboport and perform their ...
05-14-2025, 02-50-43.png
In practice, however, if you place those robots into a roboport, they can still leave the roboport and perform their ...
- Tue Apr 01, 2025 6:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.43 mods] Recipe productivity researches missing key if used with Space Age disabled
- Replies: 1
- Views: 2045
[2.0.43 mods] Recipe productivity researches missing key if used with Space Age disabled
Without SA enabled:
With SA enabled:
Fig. A: Shapeztorio uses recipe productivity for one of its researches, but without SA installed it throws an unknown key message - the key should probably be present in base instead of SA
- Tue Feb 04, 2025 12:51 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [2.0.32] "Send to orbit automatically" tooltip breaks with any mod that adds send_to_orbit_mode automatic item
- Replies: 1
- Views: 1712
[Klonan] [2.0.32] "Send to orbit automatically" tooltip breaks with any mod that adds send_to_orbit_mode automatic item
02-04-2025, 00-49-54.png
The tooltip seems to assume that the satellite does still exist, even when SA removes it
While yes it is technically possible for the mod that's adding its own automatic send_to_orbit_mode item to change this tooltip, I think it would make more sense for the tooltip to ...
The tooltip seems to assume that the satellite does still exist, even when SA removes it
While yes it is technically possible for the mod that's adding its own automatic send_to_orbit_mode item to change this tooltip, I think it would make more sense for the tooltip to ...
- Thu Jan 30, 2025 2:18 am
- Forum: Implemented mod requests
- Topic: [API Request] crafting_menu_width and logistics_menu_width utility constants
- Replies: 1
- Views: 637
[API Request] crafting_menu_width and logistics_menu_width utility constants
It's kinda weird that you can make your inventory wider but not your crafting or logistics menu
- Mon Jan 20, 2025 2:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.31 Mods] The game turns every single mod in your modlist on if it encounters a hard error
- Replies: 2
- Views: 1964
[Rseding91] [2.0.31 Mods] The game turns every single mod in your modlist on if it encounters a hard error
"Hard error" refers to anything that pops up a separate window, i.e. the "your zip file has the wrong name!" message
I cannot fathom why it would possibly be intentionally doing this, since every time I get a "circular dependencies detected" message pop up after this just because it turned ...
I cannot fathom why it would possibly be intentionally doing this, since every time I get a "circular dependencies detected" message pop up after this just because it turned ...
