Search found 522 matches
- Sat May 17, 2025 1:41 am
- 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
I see, thanks for explaining.
- 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. 

- 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.
- 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
- 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
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
- 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
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
- 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.
Expected behavior: You can blueprint under/over the asteriods.
- 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)
Expected fix: correct the Factoriopedia entry. (Wiki is correct btw)
- Fri May 16, 2025 8:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.50] Crash when trying to deconstruct Inserter (PlayerInputSource::processEditorSetCloneBrushSource)
- Replies: 4
- Views: 573
Re: [boskid][2.0.50] Crash when trying to deconstruct Inserter (PlayerInputSource::processEditorSetCloneBrushSource)
Thanks for fixing and mentioning the workaround. That helped me not to have to downgrade during the stream <3
- Fri May 16, 2025 1:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.50] Crash when trying to deconstruct Inserter (PlayerInputSource::processEditorSetCloneBrushSource)
- Replies: 4
- Views: 573
Re: [boskid][2.0.50] Crash when trying to deconstruct Inserter (PlayerInputSource::processEditorSetCloneBrushSource)
yes, I did.
Also crashed again.
Not sure if its useful, but I cound deconstruct to shift+RB
Also crashed again.
Not sure if its useful, but I cound deconstruct to shift+RB
- Fri May 16, 2025 12:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.50] Crash when trying to deconstruct Inserter (PlayerInputSource::processEditorSetCloneBrushSource)
- Replies: 4
- Views: 573
- 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 ...
- 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
- Tue May 13, 2025 11:22 am
- Forum: Duplicates
- Topic: [2.0.47] Asteriod not beeing grabed consistently
- Replies: 4
- Views: 249
- 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.
- Mon May 12, 2025 11:12 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
Thank you very much
!

- 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 ...
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 ...
- 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?
- 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 ...
https://youtu.be ...
- 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 ...
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 ...