Search found 621 matches
- Wed Jul 01, 2026 6:08 pm
- Forum: Assigned
- Topic: [raiguard][2.1.8] Fluid is not shared evenly
- Replies: 51
- Views: 6385
Re: [raiguard][2.1.8] Fluid is not shared evenly
That all entities draw fluids equally was fixign a lot of things in 2.0 and was one of the best features. I don't liek that beeing goen either. IMO all entities shall draw inputs equally from the entire fluid network (not just the close pipe) to also avoid fluid throughput issues.
- Wed Jul 01, 2026 10:46 am
- Forum: Ideas and Suggestions
- Topic: Asteroid damage should scale with ship speed
- Replies: 4
- Views: 281
Asteroid damage should scale with ship speed
I really dislike the new asteroid system in 2.1.
Whenever my ship has a problem and stops in a planet orbit, it can get completely wrecked by incoming asteroids very quickly. In 2.0, standing still was much safer because asteroids barely did damage, so you had time to fix issues during travel or ...
Whenever my ship has a problem and stops in a planet orbit, it can get completely wrecked by incoming asteroids very quickly. In 2.0, standing still was much safer because asteroids barely did damage, so you had time to fix issues during travel or ...
- Wed Jul 01, 2026 10:42 am
- Forum: Ideas and Suggestions
- Topic: Minimum payload should count for mixed rockets also
- Replies: 4
- Views: 281
Minimum payload should count for mixed rockets also
TL;DR:
If custom minimum payload is enabled, mixed rockets should also respect it.
The new automatic payload behavior makes sense to me in general. If no custom minimum payload is set, rockets can dynamically fill remaining capacity with the most requested item.
This applies to both mixed and ...
If custom minimum payload is enabled, mixed rockets should also respect it.
The new automatic payload behavior makes sense to me in general. If no custom minimum payload is set, rockets can dynamically fill remaining capacity with the most requested item.
This applies to both mixed and ...
- Wed Jun 17, 2026 7:50 pm
- Forum: Pending
- Topic: [Lou][2.0.77] Train disconnected after force printing
- Replies: 2
- Views: 271
Re: [Lou][2.0.77] Train disconnected after force printing
This is the only case I am aware of. If it's already fixed for 2.1, that is great!
- Wed Jun 17, 2026 7:48 pm
- Forum: Implemented Suggestions
- Topic: Space platforms with satisfied departure conditions should stop queuing rockets to fulfill requests
- Replies: 14
- Views: 9190
- Tue Jun 16, 2026 6:16 pm
- Forum: Pending
- Topic: [Lou][2.0.77] Train disconnected after force printing
- Replies: 2
- Views: 271
- Wed Jun 10, 2026 5:57 pm
- Forum: Won't fix.
- Topic: [2.0.77] Broken Fulgora Generation
- Replies: 1
- Views: 394
[2.0.77] Broken Fulgora Generation
Fulgora Map gen is broken here
Map Exchange String
>>>eNp1Us1rE0EUn7EN/dYgUaiU2kNPQkpbPymSWQUVkf4N62QzG4dudtPZmWgVdA8VQRTPerFXK/TmwVugIAoKRU/eKnrwoFJR1INQZ3Z2NttNfeFN3r7fe7/3MbMHADAvFYwV8aKgXmA7TNSIHVAPgLZltM ...
Map Exchange String
>>>eNp1Us1rE0EUn7EN/dYgUaiU2kNPQkpbPymSWQUVkf4N62QzG4dudtPZmWgVdA8VQRTPerFXK/TmwVugIAoKRU/eKnrwoFJR1INQZ3Z2NttNfeFN3r7fe7/3MbMHADAvFYwV8aKgXmA7TNSIHVAPgLZltM ...
- Tue Mar 31, 2026 11:56 am
- Forum: Bug Reports
- Topic: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
- Replies: 5
- Views: 1105
Re: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
Nice find, I didn't realize this.
So figured the blueprint is the root cause. When I print it down it is already missing at that corner (even though concrete and ice platforms are not part of the blueprint). However if the car is removed from the blueprint it's working just fine. This is probably ...
So figured the blueprint is the root cause. When I print it down it is already missing at that corner (even though concrete and ice platforms are not part of the blueprint). However if the car is removed from the blueprint it's working just fine. This is probably ...
- Sun Mar 29, 2026 10:13 pm
- Forum: Bug Reports
- Topic: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
- Replies: 5
- Views: 1105
Re: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
I ran into the same bug today.
Here is a savegame with exactly the moment where it happens.
Here is a savegame with exactly the moment where it happens.
- Tue Mar 03, 2026 3:06 pm
- Forum: Duplicates
- Topic: [2.0.76] Decon X on empty slot
- Replies: 2
- Views: 665
[2.0.76] Decon X on empty slot
X on Nothing.
Savegame attached
Savegame attached
- Fri Feb 20, 2026 9:54 pm
- Forum: Implemented mod requests
- Topic: Enabling scripted saves in replay mode
- Replies: 6
- Views: 1386
Re: Enabling scripted saves in replay mode
I agree. That would be really helpful fo rme, too
- Thu Feb 19, 2026 12:08 am
- Forum: Bug Reports
- Topic: [2.0.75] UG Belt building reversed after changing belt direction.
- Replies: 0
- Views: 579
- Tue Feb 17, 2026 11:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion][2.0.75] Infinite train sound loop while deconstruction train
- Replies: 2
- Views: 2688
- Tue Feb 17, 2026 1:37 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.75] Rocket "Deliver cargo" UI closes unexpectedly
- Replies: 1
- Views: 584
- Tue Feb 17, 2026 12:46 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.75] Autorequest for missing construction material assigned when there already is enough of it
- Replies: 1
- Views: 2791
- Sat Feb 14, 2026 3:25 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion][2.0.75] Infinite train sound loop while deconstruction train
- Replies: 2
- Views: 2688
[Donion][2.0.75] Infinite train sound loop while deconstruction train
https://www.twitch.tv/antielitz/clip/Ic ... 8d4QwX00Uw
still infinite sound loop while marked for deconstruction.
related: viewtopic.php?t=132623
still infinite sound loop while marked for deconstruction.
related: viewtopic.php?t=132623
- Tue Feb 10, 2026 2:03 pm
- Forum: Releases
- Topic: Version 2.0.74
- Replies: 5
- Views: 19065
Re: Version 2.0.74
Thanks for the release! Was really looking forward to this patch, loads of nice fixes 
- Fri Feb 06, 2026 11:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.72] Logistic drop during flight bevaving wierd with unrelated requests when deleting logistic request
- Replies: 4
- Views: 1179
Re: [2.0.72] Logistic drop during flight bevaving wierd with unrelated requests when deleting logistic request
Thanks! Looking forward to this.
- Tue Feb 03, 2026 4:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.73] Bots remove items from inserter hand when upgrade planning it.
- Replies: 1
- Views: 2134
[2.0.73] Bots remove items from inserter hand when upgrade planning it.
https://youtu.be/_mt-9eDe3Og
Issue: When counting Items with inserter pulse, the result will be off when an inserter is upgraded and the bots take away counted items.
Expectation 1: Bots should not take items out of an inserters hand when upgrading it. (just like when upgrading manually ...
Issue: When counting Items with inserter pulse, the result will be off when an inserter is upgraded and the bots take away counted items.
Expectation 1: Bots should not take items out of an inserters hand when upgrading it. (just like when upgrading manually ...
- Tue Feb 03, 2026 4:08 pm
- Forum: Duplicates
- Topic: [2.0.73] Entities are never build if bots are queued several actions but are blocked on the first action.
- Replies: 2
- Views: 520
Re: [2.0.73] Entities are never build if bots are queued several actions but are blocked on the first action.
While the issue is the same, the solution is not quite applicable here. While it is very obvious when a player is in the way, it is never obvious that a car is blocking a build action somewhere on the map. This can lead to a lot of frustration, especially since there is no alert or similar ...