Search found 424 matches

by AntiElitz
Wed May 11, 2022 9:44 pm
Forum: Bug Reports
Topic: [1.1.59] map generation slower than usually
Replies: 0
Views: 120

[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...
by AntiElitz
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: 735

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.
by AntiElitz
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: 735

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
by AntiElitz
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: 735

[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
by AntiElitz
Thu Dec 09, 2021 1:05 am
Forum: Duplicates
Topic: [1.1.49] ghosts dont trigger cliff explosive
Replies: 1
Views: 249

[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...
by AntiElitz
Fri Dec 03, 2021 4:36 pm
Forum: Duplicates
Topic: [1.1.48] underground next to ghost pipe
Replies: 1
Views: 274

[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
by AntiElitz
Fri Nov 12, 2021 10:35 pm
Forum: Pending
Topic: [1.1.46] Crash after unreasonable power usage
Replies: 4
Views: 1170

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
by AntiElitz
Tue Nov 09, 2021 12:05 pm
Forum: Pending
Topic: [1.1.45] Crash (EnvironmentSoundPlayer::update)
Replies: 4
Views: 511

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.
by AntiElitz
Tue Nov 09, 2021 10:58 am
Forum: Pending
Topic: [1.1.45] Crash (EnvironmentSoundPlayer::update)
Replies: 4
Views: 511

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.
by AntiElitz
Tue Nov 09, 2021 10:47 am
Forum: Implemented mod requests
Topic: LuaPlayer.map_visibility :: boolean
Replies: 7
Views: 848

Re: LuaPlayer.map_visibility :: boolean

Thank you so much! That's really cool :)
by AntiElitz
Mon Nov 08, 2021 6:07 pm
Forum: Implemented mod requests
Topic: LuaPlayer.map_visibility :: boolean
Replies: 7
Views: 848

Re: LuaPlayer.map_visibility :: boolean

That doesn't fix the issue.
by AntiElitz
Sat Nov 06, 2021 11:00 am
Forum: Bug Reports
Topic: [1.1.41] Redundant power pole placed while building
Replies: 3
Views: 758

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.
by AntiElitz
Sat Nov 06, 2021 10:53 am
Forum: Implemented mod requests
Topic: LuaPlayer.map_visibility :: boolean
Replies: 7
Views: 848

LuaPlayer.map_visibility :: boolean

We have several scenarios where we want to have spectators observing the game in god mod. Unfortunately there does not seem to be any way to turn off the Player dots moving over the map. This is specifically annoying for spectators in an opponent force that are red dots and can be mistakes for enemi...
by AntiElitz
Fri Nov 05, 2021 10:23 pm
Forum: Pending
Topic: [1.1.45] Crash (EnvironmentSoundPlayer::update)
Replies: 4
Views: 511

[1.1.45] Crash (EnvironmentSoundPlayer::update)

Occurred when or shortly after switching to map view. Save and log attached.
by AntiElitz
Wed Nov 03, 2021 5:02 pm
Forum: Assigned
Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
Replies: 7
Views: 1252

Re: [1.1.42] Smart rotations facing the wrong way

If it was on the other side, there would be a belt logically. Replay has all infos though.
by AntiElitz
Fri Oct 29, 2021 11:34 pm
Forum: Assigned
Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
Replies: 7
Views: 1252

Re: [1.1.42] Smart rotations facing the wrong way

Yeah your replay is not related to my bug. Actually yours is not a bug, you just drag towards the wrong direction and don't have any undergrounds - so it places none.
by AntiElitz
Thu Oct 28, 2021 4:04 pm
Forum: Assigned
Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
Replies: 7
Views: 1252

[kovarex] [1.1.42] Smart rotations facing the wrong way

When using the smart belt rotation feature, the belt may sometimes face backwards. https://cdn.discordapp.com/attachments/285528445109272578/903310384906240010/unknown.png It's a bug that has been around for a long time, so I hope you are able to fix it with this replay. I hear several Speedrunners ...
by AntiElitz
Fri Aug 13, 2021 3:09 pm
Forum: Not a bug
Topic: [Lou] [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor
Replies: 4
Views: 1068

[Lou] [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor

Single Power pole network doesn't connect when edited in blueprint editor. Not sure this is a bug or intended.

https://clips.twitch.tv/GeniusAlertGuan ... 2i4yHeiKV-

Go to advanced search