I just did test the exact same setup in 1.1.6 and it's exactly the same issue still. Also it's 100% reproduce-able for me. Maybe you tested a different setup?
Search found 447 matches
- Wed Dec 16, 2020 5:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Game detects required power pole too late
- Replies: 4
- Views: 1514
- Mon Dec 07, 2020 5:04 pm
- Forum: Not a bug
- Topic: [1.1.5] Red concrete graphical Bug on tile transistions
- Replies: 1
- Views: 649
[1.1.5] Red concrete graphical Bug on tile transistions
Red concrete and refined concrete is missing the "edge" transition graphics when next to lab tiles, the other colors do.
- Fri Dec 04, 2020 3:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.5] Power poles remain gap when being dragged next to a ghost pole
- Replies: 1
- Views: 840
[kovarex] [1.1.5] Power poles remain gap when being dragged next to a ghost pole
Dragging power poles leaves a gap, when a poles is supposed to be placed directly in front of a ghost pole
Video explanation: https://youtu.be/2ICrSjMuroM
Video explanation: https://youtu.be/2ICrSjMuroM
- Thu Dec 03, 2020 3:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
- Replies: 5
- Views: 3675
- Sat Nov 28, 2020 2:09 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.1] ghosts that are out of range cannot be rotated.
- Replies: 2
- Views: 1894
Re: [kovarex] [1.1.1] ghosts that are out of range cannot be rotated.
I didn't expect 24/7 support for this game, but you are more more reliable than the police at these times of a day
- Sat Nov 28, 2020 12:16 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.1] ghosts that are out of range cannot be rotated.
- Replies: 2
- Views: 1894
[kovarex] [1.1.1] ghosts that are out of range cannot be rotated.
Ghost entities that are out of player range cannot be rotated manually, but can be rotated by overbuilding. That's not really helpful when using map mode adn since there is a way to rotate them already anyways, all ways should work equally.
See: https://youtu.be/Cwu_rKsKYPY
See: https://youtu.be/Cwu_rKsKYPY
- Fri Nov 27, 2020 11:58 pm
- Forum: Not a bug
- Topic: [1.1.1] Main menu music stops playing
- Replies: 4
- Views: 1105
Re: [1.1.1] Main menu music stops playing
I don't think this is a bug. Also in the normal game, the music stops playing, and eventually restarts if you just wait long enough. You could turn this into a suggestion, though. [edit] Also before the music in the menu was changed, music would stop playing, and restart eventually. I literally lin...
- Thu Nov 26, 2020 8:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
- Replies: 5
- Views: 3675
Re: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
This seems like a satisfying solution. Nice!
- Thu Nov 26, 2020 3:21 pm
- Forum: Duplicates
- Topic: [1.1.1] When entering editor mode, the player armor/pistol gui is changing position to it's 1.0 position on the right
- Replies: 2
- Views: 774
[1.1.1] When entering editor mode, the player armor/pistol gui is changing position to it's 1.0 position on the right
When entering editor mode, the player armor/pistol gui is changing position back to it's 1.0 position on the bottom right
https://i.imgur.com/WqFUq1P.jpg
https://i.imgur.com/WqFUq1P.jpg
- Thu Nov 26, 2020 3:14 pm
- Forum: Not a bug
- Topic: [1.1.1] Main menu music stops playing
- Replies: 4
- Views: 1105
[1.1.1] Main menu music stops playing
I disabled the main menu animations. When rerolling maps for a longer time, the tracks just stop playing. They restart when i go ingame, keep running when i leave, but stop again eventually. Example timestamps where music stops: https://www.twitch.tv/videos/815520051?t=02h00m15s https://www.twitch.t...
- Thu Nov 26, 2020 12:43 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.0] Blueprint does not show preview
- Replies: 12
- Views: 5369
Re: [1.1.0] Blueprint does now show preview
actually it is shown at micro scale in the bottom right.
- Thu Nov 26, 2020 12:18 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
- Replies: 5
- Views: 3675
[kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
When dragging power poles on max range, the poles may not connect to each other, but to close ghost poles instead. This will interrupt the power flow on the line that is just being dragged.
Example Video: https://youtu.be/ZPFhD-SXx_A
Example Video: https://youtu.be/ZPFhD-SXx_A
- Wed Nov 25, 2020 6:24 pm
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 5256
Snap to grid should default to relative again
With the new interface, the absolute position is now the default for snap to grid. Was this change intended? Relative snapping seems to be the much more common method to use it. Actually i don't think I personally used the absolute snapping ever while I use the relative one every few minutes. I'd re...
- Wed Nov 25, 2020 6:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 32727
Re: [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
I would appreciate this solution. However the default should be to not save the wires and auto-connect instead as in previos versions. Otherwise, copy paste ist fairly useless because you would always have to open the interface and activate the option just in case this incident happens. While wantin...
- Wed Nov 25, 2020 5:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 32727
Re: [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
while it's a problem that the blueprinted poles don't try and auto connect, i don't agree with your approach to tell them to roll it back and get rid of the feature. maybe don't do your speedruns on v1.1 yet? I like thue's solution actually. edit: Also this problem has literally nothing to do with ...
- Wed Nov 25, 2020 4:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 32727
Re: [1.1.1] Power Pole connections saved in Blueprints leads to pseudo random connection behavior.
*moved from 'ideas and suggestions' to 'Bug Reports' by developer recommendation*
- Wed Nov 25, 2020 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 32727
[Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
I recently noticed that power pole connections where quite often missing randomly when using blueprints. I was able to figure out this is due to the new blueprint system saving the pole connections in the blueprint. See here: https://youtu.be/EB98oSPDCHA This behavior feels absolutely unnatural and ...
- Tue Nov 24, 2020 1:41 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Game detects required power pole too late
- Replies: 4
- Views: 1514
Re: [1.1.0] Game detects required power pole too late
TBF the underlying issue why this is so annoying is shown in this (other) video: https://youtu.be/sifIo0s8BNk In the bottom case you drag the power pole and q at the end and the power poles are placed as expected In the top case however it's basically the same situation, so i always expect the PP to...
- Tue Nov 24, 2020 1:33 am
- Forum: Not a bug
- Topic: [1.1.0] Blueprint preview not updating after morroring
- Replies: 2
- Views: 610
Re: [1.1.0] Blueprint preview not updating after morroring
Sounds reasonable.
- Tue Nov 24, 2020 1:23 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Game detects required power pole too late
- Replies: 4
- Views: 1514
[kovarex] [1.1.0] Game detects required power pole too late
When dragging power poles, sometimes the game detects required power poles too late. See Video: https://youtu.be/FGbj24elYNA the inserter that needs power is already out of range when hovering over the position shown in the picture below and therefore should be already placed at that time, so it doe...