Search found 12 matches

by wakjah
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: 1754

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...
by wakjah
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: 1754

[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...
by wakjah
Fri Aug 02, 2019 8:28 pm
Forum: Duplicates
Topic: [0.17.61] Crash at startup (modded)
Replies: 4
Views: 761

[0.17.61] Crash at startup (modded)

I am experiencing a crash at startup during the "building prototypes" phase

Here is the log
factorio-current.log
(64.2 KiB) Downloaded 67 times
by wakjah
Sun Mar 17, 2019 8:37 pm
Forum: Not a bug
Topic: [0.17.14] Incorrect text for power pole task
Replies: 1
Views: 449

[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.
by wakjah
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: 1570

[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...
by wakjah
Sat Mar 09, 2019 5:04 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 76212

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 ...
by wakjah
Sun Mar 03, 2019 11:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Train blueprint snap to wagon
Replies: 1
Views: 555

[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...
by wakjah
Sun Mar 03, 2019 2:32 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.3] Train leaves disabled station
Replies: 30
Views: 10923

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...
by wakjah
Thu Jan 11, 2018 12:35 am
Forum: Duplicates
Topic: Saving blueprint while renaming loses edited name
Replies: 1
Views: 504

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
by wakjah
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: 2057

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.
by wakjah
Mon Jun 05, 2017 10:12 pm
Forum: Not a bug
Topic: No event called on destruction of ghost entity
Replies: 1
Views: 608

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...

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