Search found 447 matches

by AntiElitz
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

Re: [kovarex] [1.1.0] Game detects required power pole too late

kovarex wrote:
Wed Dec 16, 2020 2:58 pm
I tried to reproduce it in the current 1.1.6, and it seems to be fixed already.
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?
by AntiElitz
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.
Image
by AntiElitz
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

Image
by AntiElitz
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 :D
by AntiElitz
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
by AntiElitz
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...
by AntiElitz
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...
by AntiElitz
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.
by AntiElitz
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
by AntiElitz
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...
by AntiElitz
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...
by AntiElitz
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 ...
by AntiElitz
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*
by AntiElitz
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 ...
by AntiElitz
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...
by AntiElitz
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...

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