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by AntiElitz
Fri Jun 27, 2025 6:10 pm
Forum: Pending
Topic: [2.0.58] Extra UG belt when dragging
Replies: 1
Views: 110

[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: Bug Reports
Topic: [2.0.58] Reverse belt dragging over belt does not work when belt is already there
Replies: 0
Views: 110

[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: 192

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: 410

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 ...
by AntiElitz
Tue Jun 10, 2025 5:09 pm
Forum: Not a bug
Topic: [2.0.55] Force dropping is too slow and to wrong planet
Replies: 2
Views: 410

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

Video: https://youtu.be/h_A_ro1ping

Problems:
1) Dropping appears unnecessarily slow.
2) Drops that don't happen in time also drop to the wrong planet.

There are 4 cargo bays on Nauvis, all with enough free space and cargo.
If this isn’t a bug but intended behavior, I recommend reconsidering it as ...
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: 590

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: 347

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: Resolved Problems and Bugs
Topic: [Lou] [2.0.50] Editor mode does not insstant build blueprint in space
Replies: 3
Views: 1088

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: Resolved Problems and Bugs
Topic: [Lou] [2.0.50] Editor mode does not insstant build blueprint in space
Replies: 3
Views: 1088

[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: 347

[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 Problems and Bugs
Topic: [2.0.50] Blueprinting in space is blocked by asteriods
Replies: 2
Views: 1630

[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: Resolved Problems and Bugs
Topic: [2.0.50] Railgun Max consumption wrong
Replies: 1
Views: 1156

[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 1156 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: 1163

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: 590

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

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