Search found 544 matches

by AntiElitz
Sun Sep 28, 2025 11:19 pm
Forum: Duplicates
Topic: [2.0.67] Gleba blueprints not marking for decontruction on water tiles
Replies: 1
Views: 43

[2.0.67] Gleba blueprints not marking for decontruction on water tiles

blueprints of entities taht requiere landfill will often be locked at the ladfill cannot be placed under a tree or stromatolite.
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by AntiElitz
Tue Sep 16, 2025 12:22 am
Forum: Not a bug
Topic: [2.0.66] Water un-filling recipe has output on the wrong side
Replies: 2
Views: 249

[2.0.66] Water un-filling recipe has output on the wrong side

The water un-filling recipe places its output on the wrong side.
This becomes a real problem when switching recipes, because the outputs then end up on the wrong side as well.

Video example: https://youtu.be/A0kylsOW1Zo
by AntiElitz
Tue Sep 16, 2025 12:01 am
Forum: Ideas and Suggestions
Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
Replies: 66
Views: 12376

Make recipe selection single-click again by moving quality selector on top

Ever since quality was added, setting a recipe in an assembler takes two clicks:

- Select the item
- Confirm the quality

After playing with this for over a year, I thought I’d eventually get used to it, but I haven’t. It still feels clunky compared to how it was in the base game before quality ...
by AntiElitz
Mon Sep 15, 2025 12:32 am
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 19
Views: 4162

Increase cargo size for Legendary Cargo Wagons and Fluid Wagons

Trains are great, but stacked belts outclass them in raw throughput.
If the legendary version of Cargos had increased cargo size, they’d be a much stronger alternative and stay competitive in late-game setups.
by AntiElitz
Tue Sep 02, 2025 2:52 pm
Forum: Releases
Topic: Version 2.0.66
Replies: 8
Views: 8022

Re: Version 2.0.66

Thanks for reverting this!
by AntiElitz
Mon Sep 01, 2025 2:33 pm
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 7434

Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

raiguard wrote: Mon Sep 01, 2025 2:25 pm This has been reverted for the next version (2.0.66). Thank you for your feedback!
Awesome! I am glad the feedback is heard and I appreaciate that a lot!
by AntiElitz
Sun Aug 31, 2025 8:35 pm
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 7434

Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

Detailed Video:
https://youtu.be/dkbov1ZiaOk

Summary:

I think the new belt feature where dragging forward and backward removes existing belts is a bad change. It does the opposite of what you want in practice and causes a lot of problems.

Case 1: Over-dragging
Most of the time you actually want ...
by AntiElitz
Sat Aug 09, 2025 10:42 am
Forum: Assigned
Topic: [Kovarex] [2.0.63] Smart belt bug #11: Belt not placed when dragging over belt ghosts after splitter
Replies: 2
Views: 612

Re: [2.0.63] Just another smart belt bug #11

I’ve been numbering these “smart belt” bug reports (#1 to #11) because they’ve become so common that I no longer want to spend the time writing out a full, detailed description every single time. I actually even take the time to make a clear video showing the bug so there’s no misunderstanding.

Now ...
by AntiElitz
Sat Aug 09, 2025 10:42 am
Forum: Assigned
Topic: [Kovarex] [2.0.63] Smart belt bug #10: Underground not placed/placed too early/too late with obstacles in the way
Replies: 3
Views: 688

Re: [2.0.63] Just another smart belt bug #10

I’ve been numbering these “smart belt” bug reports (#1 to #11) because they’ve become so common that I no longer want to spend the time writing out a full, detailed description every single time. I actually even take the time to make a clear video showing the bug so there’s no misunderstanding.

Now ...
by AntiElitz
Mon Aug 04, 2025 1:13 pm
Forum: Duplicates
Topic: [2.0.62] Belt dragging with balancers is still broken
Replies: 2
Views: 224

Re: [2.0.62] Belt dragging with balancers is still broken

My bad - I didnt find that post anymore and was under the impression i may have never reported it.
by AntiElitz
Fri Jun 27, 2025 6:10 pm
Forum: Assigned
Topic: [Kovarex] [2.0.58] Extra UG belt when dragging
Replies: 2
Views: 535

[Kovarex] [2.0.58] Extra UG belt when dragging

https://youtu.be/w5Uhjge6_Po

Extra UG belt spawn that shall not
by AntiElitz
Thu Jun 26, 2025 8:43 pm
Forum: Assigned
Topic: [Kovarex] [2.0.58] Reverse belt dragging over belt does not work when belt is already there
Replies: 0
Views: 443

[Kovarex] [2.0.58] Reverse belt dragging over belt does not work when belt is already there

https://youtu.be/8To3rRtp6KU

When i drag forward the bel tis replace with an underground just fine. when i reverse build it is not. additionally on 4 tiles length it bugs with wrong out of range messages also.
by AntiElitz
Fri Jun 13, 2025 11:28 pm
Forum: Ideas and Suggestions
Topic: Equal Priority Mode for Smarter Targeting
Replies: 1
Views: 325

Equal Priority Mode for Smarter Targeting

On space platforms, almost every weapon requires manual priority setup. Otherwise, they’ll waste shots on asteroids they can’t damage. However once priorities are set weapons no longer target the closest asteroid or enemy. They follow the assigned order strictly.

Please add an option to treat all ...
by AntiElitz
Tue Jun 10, 2025 6:52 pm
Forum: Not a bug
Topic: [2.0.55] Force dropping is too slow and to wrong planet
Replies: 2
Views: 567

Re: [2.0.55] Force dropping is too slow and to wrong planet

The problem I encounter a lot is that I want some ships to keep their load and not unload an planet that requests this item. If I want to deliver calcite from Vulcanus to Nauvis, I have to request calcite on Nauvis. However now all ships that pass by naivis will drop all their calcite and deadlock ...

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