Search found 629 matches

by AntiElitz
Wed Aug 05, 2026 2:04 pm
Forum: Implemented Suggestions
Topic: Asteroid damage should scale with ship speed
Replies: 8
Views: 1455

Re: Asteroid damage should scale with ship speed

Pogchamp! Thank you so much :)
by AntiElitz
Thu Jul 16, 2026 11:02 pm
Forum: Minor issues
Topic: [2.0.73] Poles do not connect when dragging partially blocked by moving player.
Replies: 3
Views: 629

Re: [2.0.73] Poles do not connect when dragging partially blocked by moving player.

There seem to be quite a bit of valid positions when I drag that pole line it's not that it's constantly blocked. Only when its blocked at the times if wants to place on max range and its gets block in that moment it will fail. EG this never gets blocked in the entire sequence. It's only the last ...
by AntiElitz
Thu Jul 16, 2026 10:52 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: 773

Re: [2.0.72] Relative Tile PB not dragging correctly when not starting drag on a placing field

Yes. It only work if you start dragging on a tile where it actually places something.
by AntiElitz
Tue Jul 07, 2026 9:07 pm
Forum: Implemented Suggestions
Topic: Remove manual z-drop feeding into inserter hands
Replies: 9
Views: 792

Re: Remove manual z-drop feeding into inserter hands

awesome! If I knew this was not an intended change, I would have pointed it out much earlier haha. That change really gave me a hard time! :lol:
by AntiElitz
Tue Jul 07, 2026 8:33 pm
Forum: Implemented Suggestions
Topic: Remove manual z-drop feeding into inserter hands
Replies: 9
Views: 792

Re: Remove manual feeding into inserter hands


I think I'm missing something. Trying to reproduce what you're describing and nothing happens - in no case does ctrl + clicking the inserter move things into the inserter hand.

If I *open* the inserter and ctrl + click the item in my inventory it will put it into the hand - but that takes a lot ...
by AntiElitz
Tue Jul 07, 2026 3:13 pm
Forum: Implemented Suggestions
Topic: Remove manual z-drop feeding into inserter hands
Replies: 9
Views: 792

Remove manual z-drop feeding into inserter hands

Since Factorio 2.0, you can feed any item directly into an inserter hand by z-dropping over it with an item in hand.

Please remove this behavior.

I have tried to give this feature a fair chance for almost two years now, but it still feels terrible in practice. When manually z-dropping items into ...
by AntiElitz
Sun Jul 05, 2026 1:59 pm
Forum: Ideas and Suggestions
Topic: Have rail signals detect locomotive and wagon ghosts
Replies: 14
Views: 814

Re: Have rail signals detect locomotive and wagon ghosts

Agree with op. Trains going over ghost that are currently being build make everything super whacky
by AntiElitz
Wed Jul 01, 2026 6:08 pm
Forum: Assigned
Topic: [raiguard][2.1.8] Fluid is not shared evenly
Replies: 66
Views: 19724

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.
by AntiElitz
Wed Jul 01, 2026 10:46 am
Forum: Implemented Suggestions
Topic: Asteroid damage should scale with ship speed
Replies: 8
Views: 1455

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 ...
by AntiElitz
Wed Jul 01, 2026 10:42 am
Forum: Ideas and Suggestions
Topic: Minimum payload should count for mixed rockets also
Replies: 15
Views: 2350

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 ...
by AntiElitz
Wed Jun 17, 2026 7:50 pm
Forum: Pending
Topic: [Lou][2.0.77] Train disconnected after force printing
Replies: 2
Views: 360

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!
by AntiElitz
Wed Jun 10, 2026 5:57 pm
Forum: Won't fix.
Topic: [2.0.77] Broken Fulgora Generation
Replies: 1
Views: 552

[2.0.77] Broken Fulgora Generation

Fulgora Map gen is broken here

Map Exchange String

>>>eNp1Us1rE0EUn7EN/dYgUaiU2kNPQkpbPymSWQUVkf4N62QzG4dudtPZmWgVdA8VQRTPerFXK/TmwVugIAoKRU/eKnrwoFJR1INQZ3Z2NttNfeFN3r7fe7/3MbMHADAvFYwV8aKgXmA7TNSIHVAPgLZltM ...
by AntiElitz
Tue Mar 31, 2026 11:56 am
Forum: Pending
Topic: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
Replies: 6
Views: 1308

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 ...
by AntiElitz
Sun Mar 29, 2026 10:13 pm
Forum: Pending
Topic: [2.0.76] Cryo plant disappearing after bot places ice platform underneath
Replies: 6
Views: 1308

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.
by AntiElitz
Tue Mar 03, 2026 3:06 pm
Forum: Duplicates
Topic: [2.0.76] Decon X on empty slot
Replies: 2
Views: 803

[2.0.76] Decon X on empty slot

03-03-2026, 16-02-29.png
03-03-2026, 16-02-29.png (2.06 MiB) Viewed 803 times
X on Nothing.
Savegame attached
by AntiElitz
Fri Feb 20, 2026 9:54 pm
Forum: Implemented mod requests
Topic: Enabling scripted saves in replay mode
Replies: 6
Views: 1614

Re: Enabling scripted saves in replay mode

I agree. That would be really helpful fo rme, too

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