you are right, there is indeed a ghost belt under the cliff. The ghost is nearly not visible with the shadows. So it's not a bug, i'm sorry. Can be closed.EnigmaticAussie wrote: Wed Apr 03, 2019 7:41 am Is there a ghost underneath the cliff which is marked for decon?
Search found 12 matches
- Wed Apr 03, 2019 9:07 am
- Forum: Not a bug
- Topic: [0.17.23] belt curve not propperly connected, if for deconstructed marked cliff nearby
- Replies: 2
- Views: 1177
Re: [0.17.23] belt curve not propperly connected, if for deconstructed marked cliff nearby
- Tue Apr 02, 2019 8:05 pm
- Forum: Not a bug
- Topic: [0.17.23] belt curve not propperly connected, if for deconstructed marked cliff nearby
- Replies: 2
- Views: 1177
[0.17.23] belt curve not propperly connected, if for deconstructed marked cliff nearby
steps to reproduce:
1. load attached save
2. put down the belts by hand in the direction of the ghosts
3. belt gets connected halfway (like there is a belt on the other side aswell)
4. remove the mark "for deconstruction" from the cliff
5. belt is connected as it should be in the first place
1. load attached save
2. put down the belts by hand in the direction of the ghosts
3. belt gets connected halfway (like there is a belt on the other side aswell)
4. remove the mark "for deconstruction" from the cliff
5. belt is connected as it should be in the first place
- Thu Feb 28, 2019 7:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.2] frequency and size are not intuitive
- Replies: 1
- Views: 2610
[Dominik][0.17.2] frequency and size are not intuitive
I found this by playing around with the terrain setting for cliffs. They are not working as one would expect.
For removing cliffs you have to put continuity on 0. But the tooltip says it is the length of a cliff. Sure a cliff with 0 length is not visible.
The Frequency is however not nullable ...
For removing cliffs you have to put continuity on 0. But the tooltip says it is the length of a cliff. Sure a cliff with 0 length is not visible.
The Frequency is however not nullable ...
- Fri May 26, 2017 12:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.14][Reproducable]Desync + Player Drop
- Replies: 3
- Views: 1951
[15.14][Reproducable]Desync + Player Drop
Not much to say, atfer updating to 15.14.
Desync after map download, afterwards drop with attached save file. Tried multiple times with me hosting + friend hosting. No matter what, the desync happens.
Desync after map download, afterwards drop with attached save file. Tried multiple times with me hosting + friend hosting. No matter what, the desync happens.
- Fri May 19, 2017 7:16 pm
- Forum: Not a bug
- Topic: [15.10] Biter go in slow-motion
- Replies: 4
- Views: 1963
Re: [15.10] Biter go in slow-motion
but even if they burn, they do not speed up...
- Fri May 19, 2017 8:42 am
- Forum: Not a bug
- Topic: [15.10] Biter go in slow-motion
- Replies: 4
- Views: 1963
Re: [15.10] Biter go in slow-motion
the difference between east and west can be hard... it's north wall west side... sorry for that. See Sceenshot.
Still in 15.11.
Still in 15.11.
- Fri May 12, 2017 3:34 pm
- Forum: Not a bug
- Topic: [15.10] Biter go in slow-motion
- Replies: 4
- Views: 1963
[15.10] Biter go in slow-motion
there is a spot on my map where the biters go very slowly (like 1 move every 60 ticks) towards the wall. That just happens some times, however this time i cought it with a save. Load the attached save and check the east part of the north wall. You will see some blue biters and a behemoth running ...
- Fri May 12, 2017 2:06 pm
- Forum: Not a bug
- Topic: [15.9] rounding error at read liquid train content
- Replies: 2
- Views: 1214
Re: [15.9] rounding error at read liquid train content
Hi
Thanks, but then it's not working intuitively...if the train station would be rounding up, it will solve this case. Now sure if there are other cases where it should round down...
Seem if I have to find a patchwork approach
Thanks, but then it's not working intuitively...if the train station would be rounding up, it will solve this case. Now sure if there are other cases where it should round down...
Seem if I have to find a patchwork approach
- Fri May 12, 2017 1:33 pm
- Forum: Not a bug
- Topic: [15.9] rounding error at read liquid train content
- Replies: 2
- Views: 1214
[15.9] rounding error at read liquid train content
I'm working liquid unload station wich can unload all liquids with only 1 train station.
the station is unloading the liquid, however there stays 0.1 in each tank so the train condition untill inventory empty is never hit.
the problem:
1. Read Train content reports 0, even though it should report ...
the station is unloading the liquid, however there stays 0.1 in each tank so the train condition untill inventory empty is never hit.
the problem:
1. Read Train content reports 0, even though it should report ...
- Tue Jul 26, 2016 7:04 pm
- Forum: Duplicates
- Topic: [0.13.11] chain signals not updating
- Replies: 1
- Views: 932
[0.13.11] chain signals not updating
There seems to be an update bug with chain signals. They dont update their state if a rail signal connected to a combinator changes because of the combinator. It's just a visual bug, as the train drives through.
Steps to reproduce:
1. Load attached savegame
2. set constant combinator Signal 1 = 1
3 ...
Steps to reproduce:
1. Load attached savegame
2. set constant combinator Signal 1 = 1
3 ...
- Sat Jul 23, 2016 11:16 am
- Forum: 1 / 0 magic
- Topic: [0.13.10] random crash while paused
- Replies: 2
- Views: 1282
Re: [0.13.10] random crash while paused
The computer did not go to sleep, neither did the monitor.
- Sat Jul 23, 2016 7:06 am
- Forum: 1 / 0 magic
- Topic: [0.13.10] random crash while paused
- Replies: 2
- Views: 1282
[0.13.10] random crash while paused
I paused the game on local and after like 5 minutes of pause I got back and the game was crashed.
sadly it's not reproducible.
sadly it's not reproducible.