TL;DR
When replacing a building with one of the same type but different quality, preserve the 'products finished' counter rather than resetting it to 0 as it does now, in v2.0.55
What?
Currently e.g. when replacing a Epic assembly machine 3 with a Legendary assembly machine 3, it resets the ...
Search found 102 matches
- Sun Jun 22, 2025 11:07 am
- Forum: Ideas and Suggestions
- Topic: Don't reset 'products finished' counter when replacing building with higher quality one
- Replies: 0
- Views: 139
- Fri Jun 20, 2025 6:27 pm
- Forum: Releases
- Topic: Version 2.0.56
- Replies: 5
- Views: 6681
Re: Version 2.0.56
> Changed how captive spawners work to always allow spoilage into the trash slots. (124219)
Great, thanks!
I was now using a contraption to prevent the issue of captive spawners dying due to bioflux-spoiled-in-inserter issue: namely a chest with 4 slots of bioflux, and inserter set to pick the ...
Great, thanks!
I was now using a contraption to prevent the issue of captive spawners dying due to bioflux-spoiled-in-inserter issue: namely a chest with 4 slots of bioflux, and inserter set to pick the ...
- Sun Jun 01, 2025 7:52 am
- Forum: Not a bug
- Topic: [2.0.47] Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
- Replies: 3
- Views: 440
Re: [2.0.47] Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
The fact that the tanks and spidertron have different rendering order compared to the layers does look like at least some kind of tiny bug though...
- Sat May 31, 2025 8:52 am
- Forum: Not a bug
- Topic: [2.0.47] Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
- Replies: 3
- Views: 440
Re: Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
Here's another screenshot showing the spidertron and tank side-by-side that makes the difference more clear
- Sat May 31, 2025 8:47 am
- Forum: Not a bug
- Topic: [2.0.47] Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
- Replies: 3
- Views: 440
[2.0.47] Spidertron icons harder to see on map than tanks due to red/green overlay behaving differently for them
Spidertrons are hard to find on the map due to the green or red overlays of roboports etc... going on top of the spidertron icon, while the tank icon is not overlaid by those
See the attached picture:
There's a spidertron near the top left, it's occluded by red rectangles and circles from various ...
See the attached picture:
There's a spidertron near the top left, it's occluded by red rectangles and circles from various ...
- Tue Apr 29, 2025 5:57 pm
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 19848
Re: Version 2.0.46
Perhaps they could add the ability to have a single manually-targeted gun on the ship, or ability to nudge it left and right, or something, to keep things interestingAntiElitz wrote: Tue Apr 29, 2025 12:14 pm Now, the end of the game is just ten minutes of going afk.
- Tue Apr 29, 2025 5:24 pm
- Forum: Releases
- Topic: Version 2.0.46
- Replies: 45
- Views: 19848
Re: Version 2.0.46
The vehicle steering, balancing and fulgora cliff graphics are very interesting to me!
The stable version on Steam is still on 2.0.43, there haven't been any releases pushed to stable for a while, is it planned for 2.0.46 to go to stable eventually? Thanks
The stable version on Steam is still on 2.0.43, there haven't been any releases pushed to stable for a while, is it planned for 2.0.46 to go to stable eventually? Thanks

- Fri Nov 24, 2023 1:59 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 51911
Re: Friday Facts #386 - Vulcanus
The landscape looks amazing!
I really hope it comes with some new enemies as well
I really hope it comes with some new enemies as well
- Sat Apr 17, 2021 9:48 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 224854
Re: Friday Facts #365 - Future plans
My biggest late-game headache is "oh, have to stop building to send out the Destroyer train again (2 engines, 1 tanker, 6 arty wagons w/ 600 rounds of ammo) and then babysit/repair whatever arty base full of turrets is closest to the enemy while it drives back the biters." Since I run one-way ...
- Fri Aug 14, 2020 11:29 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 143602
Re: Friday Facts #360 - 1.0 is here!
Congrats, and spidertron, yay! 

- Sat Apr 27, 2019 8:26 pm
- Forum: Duplicates
- Topic: [0.17.34] - MP defregmenting input action crash
- Replies: 1
- Views: 2148
[0.17.34] - MP defregmenting input action crash
The game crashed after managing to connect to the (very laggy) server, after about 2 seconds of gameplay (in which I began walking around) after the game got unpaused, but also about at the time when the stresstest was being ended. Here is the relevant part of the log.
OS: Linux, using Steam. Intel ...
OS: Linux, using Steam. Intel ...
- Sat Mar 30, 2019 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 23745
Re: Circuit Network to read Rocket Silo Progress
+1 on this one, I was surprised this is not possible. It would be great to be able to read the percentage or total current progress with circuit network.
I wanted to connect lamp indicators to show progress. If you can read fluid levels from vats, why not also rocket progress from rocket silo ...
I wanted to connect lamp indicators to show progress. If you can read fluid levels from vats, why not also rocket progress from rocket silo ...
- Fri Mar 29, 2019 4:01 pm
- Forum: Releases
- Topic: Version 0.17.22
- Replies: 5
- Views: 9028
Re: Version 0.17.22
> Fixed biters ignoring the player when building a new base.
Ha! I thought they were just in very deep concentration (cocooning) for base building
Ha! I thought they were just in very deep concentration (cocooning) for base building
- Thu Mar 14, 2019 10:53 pm
- Forum: Gameplay Help
- Topic: Trash slots chest: storage chest filled up with requested items...
- Replies: 2
- Views: 1684
Trash slots chest: storage chest filled up with requested items...
Hi,
I built a logistics "Storage chest" with the entention that the robots would empty my trash slots into it.
They did empty my trash slots into it, but they also immediately filled up the ENTIRE chest chock full with transport belts. Transport belts are an item in my logistics requestor slots ...
I built a logistics "Storage chest" with the entention that the robots would empty my trash slots into it.
They did empty my trash slots into it, but they also immediately filled up the ENTIRE chest chock full with transport belts. Transport belts are an item in my logistics requestor slots ...
- Thu Mar 14, 2019 10:19 pm
- Forum: Releases
- Topic: Version 0.17.12
- Replies: 28
- Views: 23907
Re: Version 0.17.12
Awesome to have those stats! I was using the /evolution command a lot lately, especially to check when I'd get behemoths. Seeing the evolution rate and behemoth percentage easily on the spawner now is great 

- Mon Mar 11, 2019 5:53 pm
- Forum: Releases
- Topic: Version 0.17.10
- Replies: 18
- Views: 17199
Re: Version 0.17.10
Nice!
What I'd still like to see is:
-way to move items (shortcuts) in the quickbar by dragging them, the middle click method is too much hassle (middle clicking itself is fine, but if you want to swap two items you need to temporarily use a third slot to put one...)
-way to open all your ...
What I'd still like to see is:
-way to move items (shortcuts) in the quickbar by dragging them, the middle click method is too much hassle (middle clicking itself is fine, but if you want to swap two items you need to temporarily use a third slot to put one...)
-way to open all your ...
- Thu Mar 07, 2019 4:43 pm
- Forum: Gameplay Help
- Topic: Nuclear fuel in tank after using solid fuel
- Replies: 4
- Views: 2371
Re: Nuclear fuel in tank after using solid fuel
Alright, got it. In that case it was a psychological effect
"I got nuclear fuel in my tank! It feels so much faster now!". Must have been truly faster only once that solid fuel ran out 


- Thu Mar 07, 2019 4:08 pm
- Forum: Gameplay Help
- Topic: Turbines not working. Why?
- Replies: 6
- Views: 16119
Re: Turbines not working. Why?
Great, so that means I can add 4 more heat exchangers per reactor in my setup (8 heat exchangers per reactor, 16 turbines per reactor, for 1x2 reactors), and if I later upgrade to 2x2 reactor, I should be able to get 12 heat exchangers per reactor (for a total of 48), correct?
With so much power ...
With so much power ...
- Thu Mar 07, 2019 2:54 pm
- Forum: Gameplay Help
- Topic: Nuclear fuel in tank after using solid fuel
- Replies: 4
- Views: 2371
Nuclear fuel in tank after using solid fuel
Hi,
I'm wondering if the following observations are correct:
1.) When driving the tank, a piece of fuel you put in the slot immediately disappears, and fills up the red bar. So you no longer see the item, but the fuel is in the tank now.
2.) If you drive with solid fuel and swap out the solid ...
I'm wondering if the following observations are correct:
1.) When driving the tank, a piece of fuel you put in the slot immediately disappears, and fills up the red bar. So you no longer see the item, but the fuel is in the tank now.
2.) If you drive with solid fuel and swap out the solid ...
- Tue Mar 05, 2019 11:27 pm
- Forum: Gameplay Help
- Topic: Turbines not working. Why?
- Replies: 6
- Views: 16119
Re: Turbines not working. Why?
Thanks for that! I improved the layout now, 4 heat exchangers per reactor with two turbines for each heat exchanger. Much more power 
