Report attached,
is using a mod, but that one is trivial (just a clock) and should change anything.
Search found 431 matches
- Thu Dec 01, 2022 7:40 pm
- Forum: Pending
- Topic: [1.1.73] Desync on joining game
- Replies: 3
- Views: 349
- Mon Oct 10, 2022 5:47 pm
- Forum: Bug Reports
- Topic: [1.1.41] Redundant power pole placed while building
- Replies: 6
- Views: 1816
Re: [1.1.41] Redundant power pole placed while building
Pretty forced in this replay. You get it rarely when you keep pressing down the mouse button all the time while then swapping the entity to place between poles and inserters. Not sure it's exactly the same case. Replay attached.


- Fri Jun 03, 2022 10:27 pm
- Forum: Minor issues
- Topic: [1.1.59] Q-Picking is delayed so GUI box still opens
- Replies: 2
- Views: 556
Re: [1.1.59] Q-Picking is delayed so GUI box still opens
Here is a case where its even more easy to reproduce
- hold item in hand
- double q oder entity
- drag immediately
As visible in the replay the gui sometime only appears for a frame. I think this can end up in a case where the gui isn't visible at all like in the clip
Replay attached
- hold item in hand
- double q oder entity
- drag immediately
As visible in the replay the gui sometime only appears for a frame. I think this can end up in a case where the gui isn't visible at all like in the clip
Replay attached
- Fri Jun 03, 2022 10:13 pm
- Forum: Minor issues
- Topic: [1.1.59] Q-Picking is delayed so GUI box still opens
- Replies: 2
- Views: 556
[1.1.59] Q-Picking is delayed so GUI box still opens
Case: Press Pipette tool Q and immediately/ simultaneously leftclick / place Behavior: you open the GUI of the entity AND you have an item on you cursor that you place I thin this can also result in a case where the GUI immediately closes but the smart belt draggign is still messed up See: https://c...
- Fri Jun 03, 2022 4:06 am
- Forum: Fixed for 1.2
- Topic: [kovarex][1.1.59] Lock belt working inconsistent
- Replies: 5
- Views: 1580
Re: [1.1.59] Lock belt working inconsistent
I am finally able to fully reproduce the bug!
It happens when you place a belt at the same time you rotate! (I rebound rotate to space in case this matters)
Here is a replay with 3 cases of the bug attached
It happens when you place a belt at the same time you rotate! (I rebound rotate to space in case this matters)
Here is a replay with 3 cases of the bug attached
- Thu Jun 02, 2022 4:02 pm
- Forum: Fixed for 1.2
- Topic: [kovarex][1.1.59] Lock belt working inconsistent
- Replies: 5
- Views: 1580
[kovarex][1.1.59] Lock belt working inconsistent
Sometimes (about once each hour of playtime) the "Lock belt to straight line" / "Smart belt dragging" will fail to activate. At first I thought this is related to q picking, but now i have this clip where is occurs by hot-keying as well. I will provide more clips and a replay the...
- Thu May 26, 2022 8:19 pm
- Forum: Assigned
- Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
- Replies: 8
- Views: 2373
Re: [kovarex] [1.1.42] Smart rotations facing the wrong way
This still happens very frequently to me. Like once per hour.
Here is a recent example:
https://clips.twitch.tv/HotTenderCroque ... svDM54ItPk
Here is a recent example:
https://clips.twitch.tv/HotTenderCroque ... svDM54ItPk
- Wed May 11, 2022 9:44 pm
- Forum: Assigned
- Topic: [Genhis] [1.1.59] map generation slower than usually
- Replies: 5
- Views: 1651
[Genhis] [1.1.59] map generation slower than usually
Hey I noticed that sporadically the map generation in the preview in much slower than usually. I run a 9900k. When I take a look at the task manager the cpu only shows to be used by 50% pretty exactly, instead of the 100% I get usually. The Processor has 8 cores / 16 thread. So it feels like maybe s...
- Mon Mar 28, 2022 3:00 pm
- Forum: Bug Reports
- Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
- Replies: 4
- Views: 1497
Re: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Got another File with Biters stuck at the very end. Contains Replay.
- Fri Mar 18, 2022 11:49 pm
- Forum: Bug Reports
- Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
- Replies: 4
- Views: 1497
Re: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Around 2:26h
You can see it a bit in this clip. There is radar coverage where the red dots are standing.
https://clips.twitch.tv/CleverEnergetic ... ZRUEWwUOPV
You can see it a bit in this clip. There is radar coverage where the red dots are standing.
https://clips.twitch.tv/CleverEnergetic ... ZRUEWwUOPV
- Mon Jan 17, 2022 12:19 am
- Forum: Bug Reports
- Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
- Replies: 4
- Views: 1497
[Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Since 1.1.50 I find Biter being stuck very frequently compared to before. This happened in at least 5 maps I started since last month.
Here is a replay, that you can use to reproduce the issue: https://drive.google.com/file/d/11YvxF_ ... sp=sharing
Here is a replay, that you can use to reproduce the issue: https://drive.google.com/file/d/11YvxF_ ... sp=sharing
- Thu Dec 16, 2021 11:55 pm
- Forum: Fixed for 1.2
- Topic: [1.1.49] mines blueprint not centered on cursor
- Replies: 1
- Views: 694
- Thu Dec 09, 2021 1:05 am
- Forum: Duplicates
- Topic: [1.1.49] ghosts dont trigger cliff explosive
- Replies: 1
- Views: 545
[1.1.49] ghosts dont trigger cliff explosive
Sometimes cliffs won't be marked for deconstruction, even though the bots can't place the entity without the cliff being destroyed. The bot will just idle there forever then. This is very annoying when you expect a belt to be connected but it turns out to be not later, even though you supply cliff e...
- Fri Dec 03, 2021 4:36 pm
- Forum: Duplicates
- Topic: [1.1.48] underground next to ghost pipe
- Replies: 1
- Views: 575
[1.1.48] underground next to ghost pipe
1. place ghost pipe
2. drag underground pipe or ghost over it
3. ghost is removed
Does not apply to non ghost pipes.
See: https://i.imgur.com/n6roREQ.png
2. drag underground pipe or ghost over it
3. ghost is removed
Does not apply to non ghost pipes.
See: https://i.imgur.com/n6roREQ.png
- Fri Nov 12, 2021 10:35 pm
- Forum: Pending
- Topic: [1.1.46] Crash after unreasonable power usage
- Replies: 4
- Views: 1636
Re: [1.1.46] Crash after unreasonable power usage
Just wanted to add that there is no save file as this Speedrun turned autosave off.
Moment of the final crash https://clips.twitch.tv/ShinyFurryDillA ... UNapuC6on5
Moment of the final crash https://clips.twitch.tv/ShinyFurryDillA ... UNapuC6on5
- Tue Nov 09, 2021 12:05 pm
- Forum: Pending
- Topic: [1.1.45] Crash (EnvironmentSoundPlayer::update)
- Replies: 4
- Views: 1029
Re: [1.1.45] Crash (EnvironmentSoundPlayer::update)
I am not certain that this is the correct .dmp , but i think so - otherwise it's lost. The game did not crash again after.
- Tue Nov 09, 2021 10:58 am
- Forum: Pending
- Topic: [1.1.45] Crash (EnvironmentSoundPlayer::update)
- Replies: 4
- Views: 1029
Re: [1.1.45] Crash (EnvironmentSoundPlayer::update)
I remember that I ran 3 zip Instances of Factorio simultaneously here also. I would be surprised if that was related, but who knows.
- Tue Nov 09, 2021 10:47 am
- Forum: Implemented mod requests
- Topic: LuaPlayer.map_visibility :: boolean
- Replies: 7
- Views: 1526
Re: LuaPlayer.map_visibility :: boolean
Thank you so much! That's really cool 

- Mon Nov 08, 2021 6:07 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer.map_visibility :: boolean
- Replies: 7
- Views: 1526
Re: LuaPlayer.map_visibility :: boolean
That doesn't fix the issue.
- Sat Nov 06, 2021 11:00 am
- Forum: Bug Reports
- Topic: [1.1.41] Redundant power pole placed while building
- Replies: 6
- Views: 1816
Re: [1.1.41] Redundant power pole placed while building
I second this report. It has been problem for me when dragging poles very fast, specifically in highly obstructed areas like smelting lanes and assembler lanes. This isn't a hardware issue.