Search found 12 matches
- Thu Feb 04, 2021 3:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.19] Track signal has wrong rotation after first placement by non-host player in multiplayer game
- Replies: 5
- Views: 3064
Re: [kovarex] [1.1.19] Track signal has wrong rotation after first placement by non-host player in multiplayer game
Thanks, you guys are awesome
- Thu Feb 04, 2021 12:12 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.19] Track signal has wrong rotation after first placement by non-host player in multiplayer game
- Replies: 5
- Views: 3064
Re: [kovarex] [1.1.19] Track signal has wrong rotation after first placement by non-host player in multiplayer game
Thanks for your reply. Did you perform this test in multiplayer, as a non-host player? In our testing, if you do it as the host, the bug is not reproduced, but any player that is non-host encounters the bug. I am well aware that pressing R switches between orientations - in fact, the reproduction of...
- Sat Jan 30, 2021 3:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.19] Track signal has wrong rotation after first placement by non-host player in multiplayer game
- Replies: 5
- Views: 3064
[kovarex] [1.1.19] Track signal has wrong rotation after first placement by non-host player in multiplayer game
Steps to reproduce: - Go into multiplayer game - Either as host or non-host, place the attached blueprint (from editor mode, with bots, or by hand) - The remainder of the steps should be performed as a player that is NOT the host - Press Q over the chain signal - Right click and remove the chain sig...
- Fri Aug 02, 2019 8:28 pm
- Forum: Duplicates
- Topic: [0.17.61] Crash at startup (modded)
- Replies: 4
- Views: 1516
[0.17.61] Crash at startup (modded)
I am experiencing a crash at startup during the "building prototypes" phase
Here is the log
Here is the log
- Sun Mar 17, 2019 8:37 pm
- Forum: Not a bug
- Topic: [0.17.14] Incorrect text for power pole task
- Replies: 1
- Views: 811
[0.17.14] Incorrect text for power pole task
When you first have to build a power pole, the text tells you to "Build power pole beside reactor" but there is no reactor - the entity is called Emergency batteries.
A small issue but might catch a new player out.
A small issue but might catch a new player out.
- Sun Mar 10, 2019 9:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.9][Mod] Furnaces accepting fluids only do not work when placed by bots
- Replies: 2
- Views: 2263
[Dominik][0.17.9][Mod] Furnaces accepting fluids only do not work when placed by bots
This is a bit of a complicated one to explain but here goes ... Steps to reproduce: - Place a furnace type assembler that accepts fluids (and only fluids). For example, the Clarifier or Flare Stack from Angel's Petrochem or the Compressor/Expander from lovely_santa's Pressurized Fluids mod. - Connec...
- Sat Mar 09, 2019 5:04 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 133759
Re: [0.17] Please post bugs and balance issues here.
Hello, Great job on getting the mods up and running on 0.17! Just noticed a small issue: the train wagons and locomotive mk2/3's have no sprite in map view, so trains made of them look like just a dashed line instead of a train. Also, when I loaded my 0.16 map I had to change my logistic assemblers ...
- Sun Mar 03, 2019 11:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Train blueprint snap to wagon
- Replies: 1
- Views: 939
[0.17.4] Train blueprint snap to wagon
When placing a blueprint of, e.g., a single wagon, next to an existing (non-ghost) wagon or locomotive, the ghost position "snaps" to the existing train, just as it does when building a train normally. When the ghost is placed, however, it is placed at the exact current mouse position rath...
- Sun Mar 03, 2019 2:32 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.3] Train leaves disabled station
- Replies: 30
- Views: 15632
Re: [kovarex] [0.17.3] Train leaves disabled station
I am having this issue as well. As far as I can tell it only happens when you have multiple stations named the same thing. Here is a minimal blueprint that reproduces the issue for me 0eNrtVsGO2jAQ/ZVqzmGFIYGSQ6X+QQ+9VSgyyYQdydiR7dAilH/v2NkFWpmWrPZSqZdE9njezLynGfsMO9VjZ0l7KM9AtdEOym9ncLTXUoU9f+oQSiC...
- Thu Jan 11, 2018 12:35 am
- Forum: Duplicates
- Topic: Saving blueprint while renaming loses edited name
- Replies: 1
- Views: 844
Saving blueprint while renaming loses edited name
Minor bug
Steps to reproduce:
- Right click on blueprint to edit
- Edit the name
- While the focus is still in the edit box, click the 'Save blueprint' button
Expected result:
The blueprint has the edited name
Actual result:
The blueprint retains its old name
Steps to reproduce:
- Right click on blueprint to edit
- Edit the name
- While the focus is still in the edit box, click the 'Save blueprint' button
Expected result:
The blueprint has the edited name
Actual result:
The blueprint retains its old name
- Fri Dec 29, 2017 6:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.8] Cannot load save from 0.16.7 "corrupted map" MR
- Replies: 9
- Views: 3355
Re: [0.16.8] Cannot load save from 0.16.7 "corrupted map"
Experiencing the same issue, but with a different ID. Can attach save if desired.
- Mon Jun 05, 2017 10:12 pm
- Forum: Not a bug
- Topic: No event called on destruction of ghost entity
- Replies: 1
- Views: 953
No event called on destruction of ghost entity
I have been playing with the event API for item destruction and I have the events registered for entity destruction. I can see that when I place a ghost entity and then mine it, some of these events are called - specifically, on_preplayer_mined_item. If I use the deconstruction planner to remove the...