Search found 23 matches
- Tue Sep 23, 2025 4:50 am
- Forum: Not a bug
- Topic: [2.0.67] "no-item" item can be placed in Editor inventory
- Replies: 3
- Views: 249
Re: [2.0.67] "no-item" item can be placed in Editor inventory
This is the case for lots of things. You can actually get virtual signals as inventory items with a bit of trickery! As I understand it's because they're all technically items due to how the game works, just normally there's not a way to obtain them.
- Sat Sep 20, 2025 8:41 am
- Forum: Desyncs with mods
- Topic: [2.0.66] Unidentified modded desync
- Replies: 0
- Views: 188
[2.0.66] Unidentified modded desync
I know this is a shot in the dark, but I've got a persistent desync issue that keeps happening at random on a multiplayer server, and because of the amount of players and mods we have there's just no way I'm able to get any clue as to what might be causing it. We can go hours without it happening ...
- Sat Sep 20, 2025 4:49 am
- Forum: Ideas and Suggestions
- Topic: Make shortcut bar more resilient to mod loading and unloading
- Replies: 35
- Views: 11110
Re: Remember order of shortcut bar when mods are disabled
Ah! I didn't find this thread, my bad. I did try to search but nothing similar came up. It's not very easy to use.

- Sat Sep 20, 2025 3:54 am
- Forum: Ideas and Suggestions
- Topic: Make shortcut bar more resilient to mod loading and unloading
- Replies: 35
- Views: 11110
Remember order of shortcut bar when mods are disabled
It gets quite annoying having to reorganize my shortcut buttons every time I remove and later re-add some mods. Would be awesome if the game remembered the entries in the player-data.json instead of just clobbering them. I know I can make a backup of the file and restore it, but this is quite ...
- Tue Sep 16, 2025 3:45 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water
- Replies: 1
- Views: 700
[Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water
Description
When I remove some specific deconstruction requests that overlap some construction ghosts over water, the game hard crashes. This is running on a headless Linux server for the record. I haven't been able to isolate the test case so it's unclear if these exact circumstances are ...
When I remove some specific deconstruction requests that overlap some construction ghosts over water, the game hard crashes. This is running on a headless Linux server for the record. I haven't been able to isolate the test case so it's unclear if these exact circumstances are ...
- Tue Sep 02, 2025 12:40 pm
- Forum: Implemented Suggestions
- Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
- Replies: 19
- Views: 7325
- Wed Jul 30, 2025 5:26 pm
- Forum: Releases
- Topic: Version 2.0.61
- Replies: 11
- Views: 12189
Re: Version 2.0.61
Wow! The belt dragging changes are extremely nice, and a massive upgrade to an already great mechanic!
One little nitpick though is that it doesn't remove underground belts that get placed while dragging.

- Sat Jul 12, 2025 2:29 am
- Forum: Releases
- Topic: Version 2.0.59
- Replies: 8
- Views: 6976
Re: Version 2.0.59
Very nice to see! I always found it rather silly that pulling out a particularly large blueprint would destroy the framerate.Optimizations
- Improved performance when holding blueprints.

- Fri Dec 20, 2024 6:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.26] a lot of cargo bays lag the game
- Replies: 5
- Views: 6907
Re: [2.0.26] a lot of cargo bays lag the game
Thanks for the report. Unfortunately there is nothing that I know of to fix this, the number of slots directly effects the GUI performance and there’s nothing to do about that.
Couldn't you just skip rendering the slots that are outside the visible bounds? Unless I'm misunderstanding the nature ...
- Wed Dec 11, 2024 1:09 pm
- Forum: Documentation Improvement Requests
- Topic: [2.0.23] Solar panels have zero power when min_brightness=1
- Replies: 2
- Views: 878
Re: [2.0.23] Solar panels have zero power when min_brightness=1
I guess the real issue then is that the Lua API doc says min_brightness affects solar power.
- Tue Dec 10, 2024 4:42 am
- Forum: Not a bug
- Topic: [2.0.23] Remote controlled spidertrons do not generate nests in generated but unexplored chunks
- Replies: 4
- Views: 1043
Re: [2.0.23] Remote controlled spidertrons do not generate nests in generated but unexplored chunks
This is a well-known thing that's been around for years. I believe it's considered a won't fix because Wube doesn't want to make radar coverage trigger chunk generation.
- Fri Dec 06, 2024 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.23] Crash saving, LogisticSection check fails (LogisticPointFilters::save) MR
- Replies: 8
- Views: 2828
Re: [Rseding91] [2.0.23] Crash saving, LogisticSection check fails (LogisticPointFilters::save) MR
I know this is already fixed for the next release, but for anyone encountering this issue in the meantime, I found that exporting and reimporting the affected blueprint fixes whatever weird crash-causing state it's in.
- Thu Dec 05, 2024 3:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Jerzy][2.0.23] Fusion generator animation appears to be missing a frame
- Replies: 2
- Views: 1798
[Jerzy][2.0.23] Fusion generator animation appears to be missing a frame
In-game it looks slightly "stuttery" for lack of a better term, and if I go frame-by-frame on a recording I can tell that one of the frames is displayed for twice as long, followed by a slightly bigger jump to where it should be. Looking at the sprite sheet in the game files (data/space-age/graphics ...
- Wed Nov 27, 2024 6:20 am
- Forum: Ideas and Suggestions
- Topic: Selector Combinator - Quality Transfer: simplifying its functionality
- Replies: 5
- Views: 3946
Re: Selector Combinator - Quality Transfer: adding/changing its functionality
Can't you already do this using quality filter instead of quality transfer? And then if you need to transfer that quality you could just use 2 combinators. Unless I'm not quite understanding what you're trying to accomplish.
- Tue Nov 26, 2024 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Remove Ctrl+Click for blueprint library
- Replies: 0
- Views: 345
Remove Ctrl+Click for blueprint library
It transfers every blueprint from the library to your inventory, completely destroying whatever organization you had done. I can't see any reason why you would ever want to do this. Disabling it seems like the best course of action to avoid accidents, as someone (not me) lost their entire blueprint ...
- Sat Nov 23, 2024 3:31 pm
- Forum: Not a bug
- Topic: [2.0.21] When hand-crafting Mech armor, MK2 armor gets equipped instead
- Replies: 6
- Views: 1020
Re: [2.0.21] When hand-crafting Mech armor, MK2 armor gets equipped instead
Do you have equipment in the power armor?
- Tue Nov 19, 2024 11:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.20] Space Platform can deadlock on initial build preventing build progression due to race condition
- Replies: 5
- Views: 3207
Re: [2.0.20] Space Platform can deadlock on initial build preventing build progression due to race condition
I think a simple fix for this could be to simply prioritize sending space platform foundation, if that's possible.
- Mon Nov 18, 2024 12:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.19] Desync when holding a spidertron blueprint on space platform
- Replies: 1
- Views: 1358
[Rseding91] [2.0.19] Desync when holding a spidertron blueprint on space platform
I pulled out a spidertron blueprint on a space platform by accident, and at some point it caused a desync. Upon attempting to rejoin it immediately desyncs again as I don't have a chance to deselect the blueprint, so I'm effectively banned until I load a previous autosave (thankfully I've got 3 ...
- Tue Nov 05, 2024 12:27 am
- Forum: Assigned
- Topic: [Kovarex] [2.0.14] Space Age rocket silo can't automate sending items to orbit
- Replies: 8
- Views: 7483
Re: [2.0.14] Space Age rocket silo can't automate sending items to orbit
Use the platform requests. A rocket will automatically launch to fulfill requests even if you insert the items manually. It's not an obvious behavior, I know, there really should be something to indicate that this happens.
I'm not sending items to a platform, I'm sending them to orbit. This ...
- Tue Nov 05, 2024 12:15 am
- Forum: Assigned
- Topic: [Kovarex] [2.0.14] Space Age rocket silo can't automate sending items to orbit
- Replies: 8
- Views: 7483
Re: [2.0.14] Space Age rocket silo can't automate sending items to orbit
Use the platform requests. A rocket will automatically launch to fulfill requests even if you insert the items manually. It's not an obvious behavior, I know, there really should be something to indicate that this happens.