Unsure if directly related, but some laptops have... interesting ...power saving/efficiency strategies when idling.
Even when powered from a cord, the screen will go to black and into a kind of semi sleep mode. If this happens often/long enough, the game will crash amd show an error box, citing a ...
Search found 59 matches
- Fri Sep 26, 2025 11:35 pm
- Forum: Bug Reports
- Topic: [2.0.55] Crash removing screen mechanically "DrawCommandBatch.cpp:594: Failed to get buffer for 4 vertices."
- Replies: 4
- Views: 610
- Fri Sep 26, 2025 11:24 pm
- Forum: Bug Reports
- Topic: [2.0.66] Black bar in rocket cargo pod when engineer is inside
- Replies: 1
- Views: 253
Re: [2.0.66] Black bar in rocket cargo pod when engineer is inside
Could it be a censor bar? It's pretty cramped in those cargo pods. 

- Fri Sep 26, 2025 11:11 pm
- Forum: Bug Reports
- Topic: [2.0.62] Pipette does not work on all signals
- Replies: 4
- Views: 578
Re: [2.0.62] Pipette does not work on all signals
Probably already known but I should point out that there is also a marked difference between Remote-View pipetting and Active-Player pipetting, with Remote-View able to pipette far more than Active-Player.
Reproducible in, for instance, the Decider combinator UI when quickly shorthanding ...
Reproducible in, for instance, the Decider combinator UI when quickly shorthanding ...
- Fri May 16, 2025 6:37 am
- Forum: Gameplay Help
- Topic: How to upcycle?
- Replies: 148
- Views: 29328
Re: How to upcycle?
Not sure why you use Quality modules when assembling guaranteed legendary. There isn't any higher quality level to achieve unless using a mod.NineNine wrote: Sun May 11, 2025 12:35 am Here I'm making Legendary cargo bays. You can make almost any other Legendary item this same way.
- Wed May 07, 2025 10:30 am
- Forum: Balancing
- Topic: Ban quality modules from asteroid crushers
- Replies: 285
- Views: 35053
Re: Ban quality modules from asteroid crushers
@CyberCider/OP
If you like the game to be more difficult for you, make it more duifficult FOR YOU. Try to leave everybody else out of your personal preferences, thank you very much.
+1
Refocusing to OP's original topic, despite by cheese, by oversight or by unintended emergent gameplay or not ...
If you like the game to be more difficult for you, make it more duifficult FOR YOU. Try to leave everybody else out of your personal preferences, thank you very much.
+1
Refocusing to OP's original topic, despite by cheese, by oversight or by unintended emergent gameplay or not ...
- Sun May 04, 2025 5:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex][2.0.45] Blueprint parameter variables in formula show error despite working
- Replies: 8
- Views: 5537
Re: [Kovarex] [2.0.45] Blueprint parameter variables show error despite working
Same issue here, persisting into 2.0.47. Thought I was going crazy.
- Thu Dec 26, 2024 11:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [2.0.15] Asteroid Collector circuit filter not working one tick after item removed
- Replies: 11
- Views: 5472
Re: [boskid][2.0.15] Asteroid Collector circuit filter not working one tick after item removed
Now i hate the ignore-self-output behavior of asteroid collector but i have no alternatives for it.
I'm not sure if this current setup is the intended goal design for an asteroid collector self-regulating its own inventory, but this ain't it.
The game and community has worked with the self ...
- Tue Dec 17, 2024 12:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [GFX] [2.0.19] "Make copper wire" icon has bad contrast on dark background
- Replies: 14
- Views: 2342
Re: [GFX] [2.0.19] New copper wire icon has bad contrast when used in tips&tricks
I don't care about it looking like copper. ...there is no more context for the material it is made of
To be fair, the context is now the color of the connection you see in the world view between machines/poles/combinators/power-switches. That is copper/brass colored - as it always has been ...
- Thu Oct 24, 2024 1:18 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.10] Inconsistent Wait Condition Naming
- Replies: 0
- Views: 386
[2.0.10] Inconsistent Wait Condition Naming
This is not a *bug* per se, or even specific to 2.0.10 or even 2.0 for that matter. This issue has been around a while.
Could also simply be a localisation issue for specifically english.
Discussed briefly in the discord's #train-help, specifically for "Cargo" / "Item Count" it might be worth using ...
Could also simply be a localisation issue for specifically english.
Discussed briefly in the discord's #train-help, specifically for "Cargo" / "Item Count" it might be worth using ...
- Wed Oct 23, 2024 7:13 am
- Forum: Assigned
- Topic: [Lou][2.0.9] Gun turret cannot be rotated
- Replies: 9
- Views: 1658
Re: [2.0.9] Gun turret cannot be rotated
Perhaps not once placed, but it is possible to set their initial rotation while held in hand, before placement.
Unsure if rotating already-constructed turrets is a completely desired behaviour, since some turrets you want to have always generally facing the same way, and an errant keypress would ...
Unsure if rotating already-constructed turrets is a completely desired behaviour, since some turrets you want to have always generally facing the same way, and an errant keypress would ...
- Tue Oct 22, 2024 7:12 pm
- Forum: Duplicates
- Topic: [2.0.8] crash making blueprint (updateEditabilityOfSnapToGrid)
- Replies: 3
- Views: 559
Re: [2.0.8] crash making blueprint (updateEditabilityOfSnapToGrid)
Can confirm, just tried myself. Same instructions. Log attached.
- Tue Oct 22, 2024 11:17 am
- Forum: Assigned
- Topic: [Lou][2.0.8] Fast replacing undergound belts now rotates item in hand
- Replies: 1
- Views: 642
[Lou][2.0.8] Fast replacing undergound belts now rotates item in hand
[2.0.8] Fast-Replace Tunnel Pairs Rotation & Click-Drag Fast-Replace Tunnel Single-End Removal
To start, this is not a game-breaking bug, at best a low-priority improvement for QoL.
(a) Fast-Replace Tunnel Pairs Rotation
(b) Click-Drag Fast-Replace Tunnel Single-End Removal
What did you do ...
To start, this is not a game-breaking bug, at best a low-priority improvement for QoL.
(a) Fast-Replace Tunnel Pairs Rotation
(b) Click-Drag Fast-Replace Tunnel Single-End Removal
What did you do ...
- Thu Dec 14, 2023 6:01 am
- Forum: Duplicates
- Topic: [1.1.100] Crash after confirming "999..." input in CC Signal Value field
- Replies: 2
- Views: 848
Re: [1.1.100] Crash after confirming "999..." input in CC Signal Value field
Duplicate indeed, my bad, should've searched better. 
Many thanks regardless.
Many thanks regardless.
- Wed Dec 13, 2023 11:42 pm
- Forum: Duplicates
- Topic: [1.1.100] Crash after confirming "999..." input in CC Signal Value field
- Replies: 2
- Views: 848
[1.1.100] Crash after confirming "999..." input in CC Signal Value field
[1.1.100] Crash after confirming "999..." input in CC Signal Value field
Description
Pedantics aside, for simplicity I will refer to the upper-/lower-bound/overflow-integer as MAXINT or -MAXINT depending on its sign.
Failing there for being a simpler way to input exactly MAXINT or -MAXINT, I ...
Description
Pedantics aside, for simplicity I will refer to the upper-/lower-bound/overflow-integer as MAXINT or -MAXINT depending on its sign.
Failing there for being a simpler way to input exactly MAXINT or -MAXINT, I ...
- Sun Nov 01, 2020 3:15 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 104602
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Per the menu backgrounds, I have two kinda broad-ish questions:
1.
We'd like the main menu background to be a real animated simulation of the game, similar to what Transport Tycoon or Rollercoaster Tycoon games have.
The FFF shows a sort of abrupt change from scene to scene, without even a fade ...
1.
We'd like the main menu background to be a real animated simulation of the game, similar to what Transport Tycoon or Rollercoaster Tycoon games have.
The FFF shows a sort of abrupt change from scene to scene, without even a fade ...
- Fri Jun 26, 2020 6:58 pm
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 24782
Re: Version 0.18.34
Oof, my bad. Completely misunderstood the implementation 

- Fri Jun 26, 2020 6:48 pm
- Forum: Releases
- Topic: Version 0.18.34
- Replies: 23
- Views: 24782
Re: Version 0.18.34
Running 18.34 here, on latest beta in Steam.
The Flat GUI for Character/Logistics tabs isn't really implemented. This is running on a pre-18.34 save, so it might have to do with that. No mods.
Video is only 1.88MB in size, so its fairly mobile data friendly.
The Flat GUI for Character/Logistics tabs isn't really implemented. This is running on a pre-18.34 save, so it might have to do with that. No mods.
Video is only 1.88MB in size, so its fairly mobile data friendly.
- Thu Jan 02, 2020 4:03 pm
- Forum: Minor issues
- Topic: [0.17.79] Overlapping electric networks can cause increased power draw
- Replies: 6
- Views: 5019
Re: [?] Overlapping electric networks can cause increased power draw
What version of the game is that?
17.79, Steam is set to "17.x Latest 0.17 Experimental".... yikes, forgot that in the title.
EDIT: Thanks for the thread cleanup, my bad, that I gotta work on.
A certain image was out of order, namely the mouse-over of an un-accu'd turbine network, which I ...
- Thu Jan 02, 2020 2:10 pm
- Forum: Minor issues
- Topic: [0.17.79] Overlapping electric networks can cause increased power draw
- Replies: 6
- Views: 5019
[0.17.79] Overlapping electric networks can cause increased power draw
So quite the wordy title, I wasn't sure how to formulate it concisively.
tl;dr - An electrical consumer, ie. a lamp, connected to multiple seperate electric networks (by means of coverage-overlap) will multiply the effective draw from an electrical supply, ie. turbine according the number of ...
tl;dr - An electrical consumer, ie. a lamp, connected to multiple seperate electric networks (by means of coverage-overlap) will multiply the effective draw from an electrical supply, ie. turbine according the number of ...
- Mon Aug 20, 2018 1:29 pm
- Forum: Ideas and Suggestions
- Topic: "Each" Signal Choice as Stack Size Control Signal
- Replies: 22
- Views: 13656
"Each" Signal Choice as Stack Size Control Signal
TL;DR
Please add the "Each" signal choice as a Stack Size Control Signal to Inserters to allow more finely tuned control.
What ?
Are there plans to add the "Any", "Every", or preferably the "Each" signal choice as the Control Signal to Inserters when overriding Stack Sizes?
The idea is to ...
Please add the "Each" signal choice as a Stack Size Control Signal to Inserters to allow more finely tuned control.
What ?
Are there plans to add the "Any", "Every", or preferably the "Each" signal choice as the Control Signal to Inserters when overriding Stack Sizes?
The idea is to ...