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by AntiElitz
Mon Sep 29, 2025 10:23 pm
Forum: Assigned
Topic: [Donion] [2.0.67] Sound balance way too loud when many sounds play at once
Replies: 2
Views: 157

Re: [Donion] [2.0.67] Sound balance way too loud when many sounds play at once

Thanks for taking care of this!
Whenever I am looking at my promethium ship the space combat is so loud that the chat has trouble to understand me. I am not axactly sure what it is, but i find myself scrollign out often to reduce the total volume there. I feel its the explosive rockets sound playing ...
by AntiElitz
Mon Sep 29, 2025 2:40 pm
Forum: Ideas and Suggestions
Topic: Default to ice platform + concrete when first arriving on Aquilo
Replies: 0
Views: 39

Default to ice platform + concrete when first arriving on Aquilo

When you go to Aquilo for the first time, you cannot force print until you have placed at least one ice platform and concrete on every tile type. The game always uses whatever was used previously, but on first arrival there is no “previous,” so stamping just fails. This is very confusing for first ...
by AntiElitz
Mon Sep 29, 2025 2:31 pm
Forum: Ideas and Suggestions
Topic: Space platforms with satisfied departure conditions should stop queuing rockets to fulfill requests
Replies: 12
Views: 4971

Stop accepting new rocket requests after wait condition is met

When you have a space ship with a condition like “wait 30 seconds,” the ship still accepts requesting new rockets even after the condition is fulfilled. This can easily end in a deadlock if items are produced faster than the time it takes to launch a rocket.

The solution would be to stop accepting ...
by AntiElitz
Mon Sep 29, 2025 2:12 pm
Forum: Assigned
Topic: [Donion] [2.0.67] Sound balance way too loud when many sounds play at once
Replies: 2
Views: 157

[Donion] [2.0.67] Sound balance way too loud when many sounds play at once

I report this as a bug because I assume the intention was never to make players deaf. The sound balance is absolutely terrible and way too loud when multiple sounds play at once.

This happens specifically with:
- A space platform dropping all its cargo at once
- Multiple Turrets firing at once on ...
by AntiElitz
Sun Sep 28, 2025 11:19 pm
Forum: Duplicates
Topic: [2.0.67] Gleba blueprints not marking for decontruction on water tiles
Replies: 1
Views: 90

[2.0.67] Gleba blueprints not marking for decontruction on water tiles

blueprints of entities taht requiere landfill will often be locked at the ladfill cannot be placed under a tree or stromatolite.
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by AntiElitz
Tue Sep 16, 2025 12:22 am
Forum: Not a bug
Topic: [2.0.66] Water un-filling recipe has output on the wrong side
Replies: 2
Views: 251

[2.0.66] Water un-filling recipe has output on the wrong side

The water un-filling recipe places its output on the wrong side.
This becomes a real problem when switching recipes, because the outputs then end up on the wrong side as well.

Video example: https://youtu.be/A0kylsOW1Zo
by AntiElitz
Tue Sep 16, 2025 12:01 am
Forum: Ideas and Suggestions
Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
Replies: 67
Views: 12462

Make recipe selection single-click again by moving quality selector on top

Ever since quality was added, setting a recipe in an assembler takes two clicks:

- Select the item
- Confirm the quality

After playing with this for over a year, I thought I’d eventually get used to it, but I haven’t. It still feels clunky compared to how it was in the base game before quality ...
by AntiElitz
Mon Sep 15, 2025 12:32 am
Forum: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 19
Views: 4181

Increase cargo size for Legendary Cargo Wagons and Fluid Wagons

Trains are great, but stacked belts outclass them in raw throughput.
If the legendary version of Cargos had increased cargo size, they’d be a much stronger alternative and stay competitive in late-game setups.
by AntiElitz
Tue Sep 02, 2025 2:52 pm
Forum: Releases
Topic: Version 2.0.66
Replies: 8
Views: 8095

Re: Version 2.0.66

Thanks for reverting this!
by AntiElitz
Mon Sep 01, 2025 2:33 pm
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 7455

Re: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

raiguard wrote: Mon Sep 01, 2025 2:25 pm This has been reverted for the next version (2.0.66). Thank you for your feedback!
Awesome! I am glad the feedback is heard and I appreaciate that a lot!
by AntiElitz
Sun Aug 31, 2025 8:35 pm
Forum: Implemented Suggestions
Topic: Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."
Replies: 19
Views: 7455

Roll back feature: "When dragging belts, going forward and back will remove the extra belts built."

Detailed Video:
https://youtu.be/dkbov1ZiaOk

Summary:

I think the new belt feature where dragging forward and backward removes existing belts is a bad change. It does the opposite of what you want in practice and causes a lot of problems.

Case 1: Over-dragging
Most of the time you actually want ...
by AntiElitz
Sat Aug 09, 2025 10:42 am
Forum: Assigned
Topic: [Kovarex] [2.0.63] Smart belt bug #11: Belt not placed when dragging over belt ghosts after splitter
Replies: 2
Views: 616

Re: [2.0.63] Just another smart belt bug #11

I’ve been numbering these “smart belt” bug reports (#1 to #11) because they’ve become so common that I no longer want to spend the time writing out a full, detailed description every single time. I actually even take the time to make a clear video showing the bug so there’s no misunderstanding.

Now ...
by AntiElitz
Sat Aug 09, 2025 10:42 am
Forum: Assigned
Topic: [Kovarex] [2.0.63] Smart belt bug #10: Underground not placed/placed too early/too late with obstacles in the way
Replies: 3
Views: 696

Re: [2.0.63] Just another smart belt bug #10

I’ve been numbering these “smart belt” bug reports (#1 to #11) because they’ve become so common that I no longer want to spend the time writing out a full, detailed description every single time. I actually even take the time to make a clear video showing the bug so there’s no misunderstanding.

Now ...
by AntiElitz
Mon Aug 04, 2025 1:13 pm
Forum: Duplicates
Topic: [2.0.62] Belt dragging with balancers is still broken
Replies: 2
Views: 228

Re: [2.0.62] Belt dragging with balancers is still broken

My bad - I didnt find that post anymore and was under the impression i may have never reported it.

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