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by AntiElitz
Sat May 17, 2025 12:08 am
Forum: Not a bug
Topic: [2.0.48] Asteriod with 0 relative velocity not destroyed
Replies: 5
Views: 391

Re: [2.0.48] Asteriod with 0 relative velocity not destroyed

Just ran into this right now and I am standing still with no speed, with the asteriod idling there forever. Can't shoot it, can't fly forward. It ran into the platform. It should not exist anymore. Image
by AntiElitz
Fri May 16, 2025 11:45 pm
Forum: Duplicates
Topic: [2.0.50] Blueprinting Space platform hub onto itself does change target to first
Replies: 4
Views: 143

Re: [2.0.50] Blueprinting Space platform hub onto itself does change target to first

The linked duplicate is a different case. I am not talking about requests here, but the destination the ship is flying to.
by AntiElitz
Fri May 16, 2025 11:42 pm
Forum: Assigned
Topic: [Lou] [2.0.50] Editor mode does not insstant build blueprint in space
Replies: 2
Views: 163

Re: [2.0.50] Editor mode does not insstant build blueprint in space

That does not seem to be correct. when I am in editor and I paste a blueprint on ghost, it instantly appears. The problem seems to be that is does not apply to building tiles. That seems to be a bug. Here is a video proof: https://youtu.be/hHaS5MFtSbI
by AntiElitz
Fri May 16, 2025 8:21 pm
Forum: Assigned
Topic: [Lou] [2.0.50] Editor mode does not insstant build blueprint in space
Replies: 2
Views: 163

[Lou] [2.0.50] Editor mode does not insstant build blueprint in space

1. Build a ghost entity on ghost platforms in space
2. copy the ghosted part.
3. print/force print/super force print the blueprint on itself
Result: nothign happens
expected result: As we are in editor mode, its build immeadiately
by AntiElitz
Fri May 16, 2025 8:19 pm
Forum: Duplicates
Topic: [2.0.50] Blueprinting Space platform hub onto itself does change target to first
Replies: 4
Views: 143

[2.0.50] Blueprinting Space platform hub onto itself does change target to first

Blueprinting Space platform hub onto itself does change target to first

1. set a shedule for 2 planets
2. go to automatic and target 2nd entry
3. copy hub
4. paste hub
Result: First entry is now targeted
Expected Result: The target remains the same
by AntiElitz
Fri May 16, 2025 8:17 pm
Forum: Resolved for the next release
Topic: [2.0.50] Blueprinting in space is blocked by asteriods
Replies: 1
Views: 177

[2.0.50] Blueprinting in space is blocked by asteriods

When you extend the space platform you cannot blueprint antities where there is an asteriod.
Expected behavior: You can blueprint under/over the asteriods.
by AntiElitz
Fri May 16, 2025 8:15 pm
Forum: Bug Reports
Topic: [2.0.50] Railgun Max consumption wrong
Replies: 0
Views: 90

[2.0.50] Railgun Max consumption wrong

In Factoriopedia, teh Railgun Max consumption is listed as 5MW, but it's actually 10 MW.
Expected fix: correct the Factoriopedia entry. (Wiki is correct btw)
05-16-2025, 22-14-15.png
05-16-2025, 22-14-15.png (487.24 KiB) Viewed 90 times
by AntiElitz
Fri May 16, 2025 10:52 am
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.47] Unexpected map view offset
Replies: 2
Views: 338

Re: [StrangePan][2.0.47] Unexpected map view offset


Thanks for the report and videos. I'm not sure exactly how your remote view ended up in this state, but I did find one method of reliably reproducing it, which will be fixed in 2.0.50. If it happens again on or after 2.0.50, please let us know by filing a new bug. Also, if it happens again, it ...
by AntiElitz
Thu May 15, 2025 11:37 am
Forum: Not a bug
Topic: [2.0.48] Asteriod with 0 relative velocity not destroyed
Replies: 5
Views: 391

Re: [2.0.48] Asteriod with 0 relative velocity not destroyed

railguns are usually in the front and huge asteriod cannot be destroyed by anything else though
by AntiElitz
Tue May 13, 2025 9:57 am
Forum: Not a bug
Topic: [2.0.48] Asteriod with 0 relative velocity not destroyed
Replies: 5
Views: 391

Re: [2.0.48] Asteriod with 0 relative velocity not destroyed

It is hard to understand how a big asteriod that is stuck in the middle of your platform permanently is not a problem that requieres fixing for me.
by AntiElitz
Mon May 12, 2025 9:47 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.48] Biter nest dont count as blocked for inserters
Replies: 10
Views: 600

Re: [2.0.48] Biter nest dont count as blocked for inserters

My Initial steps where wrong: here is an update with a video:
https://youtu.be/r3TINbi3CRs

1. Bioflux gets cut
2. Capture rockets get cut
3. Biter base becomes neutral
4. Bioflux gets reconnected
5. requster chest fill with a stack of bioflux
6. Interset picks bioflux in hand and hold its over ...
by AntiElitz
Mon May 12, 2025 8:29 pm
Forum: Not a bug
Topic: [2.0.48] Just another smart belt bug #9
Replies: 2
Views: 342

Re: [2.0.48] Just another smart belt bug #9

On second thought probably not a bug. I thought that when starting on a UG belt, you only replace those and when start dragging on a splitter you onlt fast replace splitters, but I guess those share a state?
by AntiElitz
Mon May 12, 2025 8:20 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.48] Biter nest dont count as blocked for inserters
Replies: 10
Views: 600

Re: [2.0.48] Biter nest dont count as blocked for inserters

I ran into this problem in my run here: the problem is that the inserter hold spoilage, but the nest cannot accept it as it is in the "capturing process". It was hit by a capture rocket from a turret, but cannot accept spoilage, until it gets fully captured by getting bioflux.
https://youtu.be ...
by AntiElitz
Mon May 12, 2025 8:02 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.48] Biter nest dont count as blocked for inserters
Replies: 10
Views: 600

[2.0.48] Biter nest dont count as blocked for inserters

Update: these steps are wrong. Sorry! Updated version below!

https://i.imgur.com/WbszXmb.jpeg

1. captured biter nest runs out of bioflux and gets agressive.
2. bioflux gets redilivered
3. Inserter grabs bioflux and puts in onto the uncaptured nest.
4. Bioflux in inserter hand spoils
5. Base gets ...

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