Search found 66 matches
- Fri Nov 07, 2025 11:33 pm
- Forum: Not a bug
- Topic: [2.0.72] ghosted assemblers show wrong stats
- Replies: 2
- Views: 153
Re: [2.0.72] ghosted assemblers show wrong stats
Alright, thank you for your time!
- Fri Nov 07, 2025 7:24 pm
- Forum: Not a bug
- Topic: [2.0.72] ghosted assemblers show wrong stats
- Replies: 2
- Views: 153
[2.0.72] ghosted assemblers show wrong stats
The ghosted assemblers with modules don't show the correct amounts used/crafted per second and keep the "non moduled" numbers as well as the not moduled energy consumption.
Ghosted assemblers without and with modules both showing the same amounts:
Screenshot 2025-11-07 at 20.05.23.png Screenshot ...
Ghosted assemblers without and with modules both showing the same amounts:
Screenshot 2025-11-07 at 20.05.23.png Screenshot ...
- Tue Oct 28, 2025 12:19 am
- Forum: Assigned
- Topic: [Lou][2.0.72] Force stamp doesn't replace modules in editor
- Replies: 0
- Views: 152
[Lou][2.0.72] Force stamp doesn't replace modules in editor
When force stamping an assembler 3 over an assembler 2 in editor it doesn't replace the modules that used to be in assembler 2 with the ones that are in the force stamp of assembler 3.
Here are the starting two assemblers:
starting.png
Then after copying and force stamping this would be the ...
Here are the starting two assemblers:
starting.png
Then after copying and force stamping this would be the ...
- Sat Oct 25, 2025 1:16 pm
- Forum: Not a bug
- Topic: [2.0.72] Captive biter spawner not upgradable
- Replies: 4
- Views: 288
Re: [2.0.72] Captive biter spawner not upgradable
Even tho the player doesn't have to mine it or destroy it to place a higher quality one over an existing spawner?Rseding91 wrote: Sat Oct 25, 2025 12:25 pm That is intended because robots can not mine the old entity and so itβs not upgradable via robots.
- Sat Oct 25, 2025 10:33 am
- Forum: Not a bug
- Topic: [2.0.72] Captive biter spawner not upgradable
- Replies: 4
- Views: 288
Re: [2.0.72] Captive biter spawner not upgradable
Yeah you can, here's the video:
- Sat Oct 25, 2025 10:07 am
- Forum: Not a bug
- Topic: [2.0.72] Captive biter spawner not upgradable
- Replies: 4
- Views: 288
[2.0.72] Captive biter spawner not upgradable
The captive biter spawner is missing from the upgrade planner and it can't be dragged from inventory to the upgrade planner either.
10-25-2025, 11-57-16.png
This would be very useful for upgrading the quality of the captive nests like you can do with other stuff and an upgrade planner
10-25-2025 ...
10-25-2025, 11-57-16.png
This would be very useful for upgrading the quality of the captive nests like you can do with other stuff and an upgrade planner
10-25-2025 ...
- Thu Oct 16, 2025 11:39 pm
- Forum: Duplicates
- Topic: [2.0.71] Undoing deconstruction adds extra green wire
- Replies: 1
- Views: 182
[2.0.71] Undoing deconstruction adds extra green wire
When deconstructing a combinator then undoing the deconstruction an extra green wire appears that wasn't there before deconstruction.
Original setup and deconstruction zone: Result: VIDEO:
Original setup and deconstruction zone: Result: VIDEO:
- Wed Oct 15, 2025 8:16 pm
- Forum: Bug Reports
- Topic: [2.0.70] 1 underground belt not enough for smart belt dragging
- Replies: 0
- Views: 173
[2.0.70] 1 underground belt not enough for smart belt dragging
So I encountered this while trying to smart belt through a line of already placed belts.
there was supposed to be an underground belt placed before and after, I only had one underground belt in inventory but in the placement it said I don't have enough of them even though I only needed one to ...
there was supposed to be an underground belt placed before and after, I only had one underground belt in inventory but in the placement it said I don't have enough of them even though I only needed one to ...
- Mon Oct 13, 2025 9:27 am
- Forum: Duplicates
- Topic: [2.0.69] dotted pipeline not recoloring
- Replies: 1
- Views: 201
[2.0.69] dotted pipeline not recoloring
After clearing a pipe of its contents the color of the dotted pipeline stays as if that fluid was still present and doesn't reset to default.
Screenshot with the empty pipe and dotted line colored blue (cleared water from the pipe):
Screenshot 2025-10-13 at 11.07.45.png
The expected behaviour for ...
Screenshot with the empty pipe and dotted line colored blue (cleared water from the pipe):
Screenshot 2025-10-13 at 11.07.45.png
The expected behaviour for ...
- Thu Oct 02, 2025 5:32 pm
- Forum: Gameplay Help
- Topic: Smart Splitter Experiments
- Replies: 10
- Views: 1780
Re: Smart Splitter Experiments
It should be easy enough to do a N:M split with a single decider in accumulation mode. Splitter goes left when count < N, right when >= N, and decider resets when count >= N + M. I've probably got some off-by-one errors in this logic, but the principle seems solid.
I made this:
10-02-2025, 19 ...
- Thu Oct 02, 2025 3:41 pm
- Forum: Not a bug
- Topic: [2.0.69] splitter not resetting output side with "set filters"
- Replies: 4
- Views: 409
Re: [2.0.69] splitter not resetting output side with "set filters"
added it there with my current "fix"robot256 wrote: Thu Oct 02, 2025 2:56 pm It would be great if you post your idea for where smart splitters can be useful to this thread: viewtopic.php?t=130999
- Thu Oct 02, 2025 3:40 pm
- Forum: Gameplay Help
- Topic: Smart Splitter Experiments
- Replies: 10
- Views: 1780
Re: Smart Splitter Experiments
Continuing from splitter not resetting output side with "set filters" (declared not a bug)
There is currently no way to set the priority output back to middle when the "set filter" is checked (to basically choose when you want the splitter to act like a normal splitter and when to act like a ...
There is currently no way to set the priority output back to middle when the "set filter" is checked (to basically choose when you want the splitter to act like a normal splitter and when to act like a ...
- Thu Oct 02, 2025 1:47 pm
- Forum: Not a bug
- Topic: [2.0.69] splitter not resetting output side with "set filters"
- Replies: 4
- Views: 409
Re: [2.0.69] splitter not resetting output side with "set filters"
Given that there is no rationale provided explaining why the current behavior is a bug and the bug report is only describing current behavior, since the current behavior is working exactly as i intended it to work (no clearing output side when set filter is used since that would make splitter no ...
- Thu Oct 02, 2025 1:22 pm
- Forum: Not a bug
- Topic: [2.0.69] splitter not resetting output side with "set filters"
- Replies: 4
- Views: 409
[2.0.69] splitter not resetting output side with "set filters"
when setting up a splitter to work through a set of signals I discovered that th eoutput side doesn't reset back to the middle even if the signals tell it to do so.
when first placing down a splitter with both set output side and set filter without it ever having any signals sent to it, the splitter ...
when first placing down a splitter with both set output side and set filter without it ever having any signals sent to it, the splitter ...
- Wed Oct 01, 2025 9:35 pm
- Forum: Not a bug
- Topic: [2.0.69] rail signal placement inconsistency
- Replies: 2
- Views: 261
Re: [2.0.69] rail signal placement inconsistency
oh okay so the signal point is actually further back than the signal itself?
thank you for your time!
thank you for your time!
- Wed Oct 01, 2025 7:45 pm
- Forum: Not a bug
- Topic: [2.0.69] rail signal placement inconsistency
- Replies: 2
- Views: 261
[2.0.69] rail signal placement inconsistency
Here is a picture of my issue:
10-01-2025, 21-33-57.png
What is happening? The top signal (last one in the depot) works like it should, but every other before that one in the same position says "cannot divide segments"
The space is identical in the working signal section and in the non working ...
10-01-2025, 21-33-57.png
What is happening? The top signal (last one in the depot) works like it should, but every other before that one in the same position says "cannot divide segments"
The space is identical in the working signal section and in the non working ...
- Tue Sep 30, 2025 10:26 pm
- Forum: Not a bug
- Topic: [2.0.69] Raw ingredients in editor show gleba resources
- Replies: 3
- Views: 257
Re: [2.0.69] Raw ingredients in editor show gleba resources
oh okay, does it use the cheapest recipes or how exactly does it determine what to use if you don't mind me asking
- Tue Sep 30, 2025 6:08 pm
- Forum: Not a bug
- Topic: [2.0.69] Raw ingredients in editor show gleba resources
- Replies: 3
- Views: 257
[2.0.69] Raw ingredients in editor show gleba resources
when you're hovering over a recipe you unlock with a research in base game it shows it regularly (starting base with plates):
raw regularly.png
but when you type the command /editor it downgrades to ore resources, which is completely fine, but for some reason it adds yumako and jellynut as the raw ...
raw regularly.png
but when you type the command /editor it downgrades to ore resources, which is completely fine, but for some reason it adds yumako and jellynut as the raw ...
- Tue Sep 30, 2025 8:46 am
- Forum: Assigned
- Topic: [kovarex][2.0.68] Smart belt placing underground in place of a curved belt
- Replies: 7
- Views: 495
Re: [2.0.68] Smart belt placing underground in place of a curved belt
windows key + shift + S to take a screenshot, this is barely visible
- Mon Sep 29, 2025 5:59 pm
- Forum: Bug Reports
- Topic: [2.0.69] Underground belts not avoiding underground belts
- Replies: 0
- Views: 221
[2.0.69] Underground belts not avoiding underground belts
The feature of avoiding obstacles (it might be called smart belts as well) doesn't work when you're placing another tier of underground belts over the existing ones (belt weaving)
this probably has something to do with the fact that you can drag a higher level belt over a lower one and it upgrades ...
this probably has something to do with the fact that you can drag a higher level belt over a lower one and it upgrades ...