Search found 34 matches

by DeHackEd
Wed Aug 11, 2021 10:44 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.37] Roboport in buggy state when destroyed and rebuilt at empty power
Replies: 2
Views: 4487

[Rseding91] [1.1.37] Roboport in buggy state when destroyed and rebuilt at empty power

Steps to reproduce: 1) Build a roboport, but away from any power poles 2) Drain the power of the roboport to empty 3) destroy the roboport, eg with your SMG 4) Rebuild the roboport/revive the ghost Expected behaviour: normal roboport with "Low power" state and flashing Yellow icon Actual b...
by DeHackEd
Fri Jun 18, 2021 11:20 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.35] Slow robot take-off when entering a roboport is cancelled
Replies: 1
Views: 2308

[Oxyd] [1.1.35] Slow robot take-off when entering a roboport is cancelled

When a robot enters a roboport and a new order is received issued to that robot, sometimes the robot is unusually slow to take-off. I've attached a simple demonstration sandbox map, no mods. Every other flight the logistics robot launches very slowly for no obvious reason other than it was just abou...
by DeHackEd
Fri May 28, 2021 8:40 pm
Forum: Duplicates
Topic: [1.1.34] Blueprint preview shows assembling machine fluid connector in wrong position(s)
Replies: 1
Views: 889

[1.1.34] Blueprint preview shows assembling machine fluid connector in wrong position(s)

When using blueprints with assembling machines that take fluid inputs/outputs (eg: barrelling, or Processing units) the blueprint preview shows the fluid connections in the wrong position, and in one situation shows two fluid connections. See pictures. Tested without mods (barrelling example) just f...
by DeHackEd
Wed Mar 24, 2021 2:38 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.28] Crash in tooltip for Flamethrower Ammo
Replies: 4
Views: 3487

Re: [1.1.28] Crash when mouse-over player's weapon info slots

Even simpler reproducer:

0. No mods

1. Start a sandbox game

2. Answer the first question Yes, all tech please

3. Press E to open character/crafting menu

4. Mouse-over the Flamethrower Ammo item in the crafting menu

Kaboom
by DeHackEd
Wed Mar 24, 2021 2:33 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.28] Crash in tooltip for Flamethrower Ammo
Replies: 4
Views: 3487

[kovarex] [1.1.28] Crash in tooltip for Flamethrower Ammo

I have a flamethower, Submachine gun, and nukes in my weapons slots. When I mouse-over the flame-thrower window I get a nigh-immediate crash of the game. I see the info box about flamethrower ammo, and the game crashes.
by DeHackEd
Sun Feb 14, 2021 6:38 pm
Forum: Not a bug
Topic: [1.1.21] Mining drill patch size report not the same as map report
Replies: 1
Views: 765

[1.1.21] Mining drill patch size report not the same as map report

When connecting a mining drill to the circuit network and using "read entire patch" mode, the reading is not the same as the map view's representation of the patch size. The obvious explanation is the map will combine multiple smaller patches into a single patch if they are very close toge...
by DeHackEd
Mon Feb 08, 2021 7:59 pm
Forum: Won't fix.
Topic: [1.1.21] Power armor grid in chest can be edited from any distance
Replies: 2
Views: 1232

Re: [1.1.21] Power armor grid in chest can be edited from any distance

I kinda figured it would be one of those kinds of bugs, but you report what you find.

Thanks.
by DeHackEd
Mon Feb 08, 2021 7:18 pm
Forum: Won't fix.
Topic: [1.1.21] Power armor grid in chest can be edited from any distance
Replies: 2
Views: 1232

[1.1.21] Power armor grid in chest can be edited from any distance

Normally when you open a storage chest and have your character walk away from it the inventory menu will close when you are out of range. You can use WASD to move around while a chest inventory is open. However, if you right-click some modular or power armor stored inside the chest to edit its equip...
by DeHackEd
Thu Jan 14, 2021 8:02 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.9] Automatic underground belts placed improperly when obstacle disappears
Replies: 3
Views: 1818

Re: [1.1.9] Automatic underground belts placed improperly when obstacle disappears

I feel like there's something different here. If you look at my screeenshot you can see one of the underground belts is actually moving material to the left even though the belt was built going right. My guess is it saw the start-end points moving leftwards because of how I moved my mouse, so the &q...
by DeHackEd
Thu Jan 14, 2021 1:01 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.9] "Cannot reach" causes belt placement to place underground segment
Replies: 7
Views: 4179

Re: [kovarex] [1.1.9] "Cannot reach" causes belt placement to place underground segment

So I was able to reproduce the weird multiple underground belts without the "cannot reach" behaviour. This is reported as a separate bug, though it seems to fall under the general umbrella that an obstacle can disappear while the player is placing belts.
by DeHackEd
Thu Jan 14, 2021 12:57 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.9] Automatic underground belts placed improperly when obstacle disappears
Replies: 3
Views: 1818

[kovarex] [1.1.9] Automatic underground belts placed improperly when obstacle disappears

Simple steps to reproduce: 0. Have a personal roboport with construction robots, disable the roboport using the toolbar, and be standing outside a logsitics/construction zone before starting. 1. Place some obstacle - train tracks are what I used. 2. Mark the obstacle for deconstruction. At this time...
by DeHackEd
Thu Jan 14, 2021 12:21 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.9] "Cannot reach" causes belt placement to place underground segment
Replies: 7
Views: 4179

Re: [1.1.9] "Cannot reach" causes belt placement to place underground segment

The distance to walk is probably related to the type of belt used and its underground range. The game won't place underground belts if the pair can't reach each other. That's reasonable. There is definitely something funny when you move your mouse rapidly back towards your character. It may or may n...
by DeHackEd
Thu Jan 14, 2021 11:55 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.9] "Cannot reach" causes belt placement to place underground segment
Replies: 7
Views: 4179

Re: [1.1.9] "Cannot reach" causes belt placement to place underground segment

Though the screen shot indicates mod use, I did just try with all mods disabled in a savegame that has never had mods enabled. Same effect.
by DeHackEd
Thu Jan 14, 2021 11:52 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.9] "Cannot reach" causes belt placement to place underground segment
Replies: 7
Views: 4179

[kovarex] [1.1.9] "Cannot reach" causes belt placement to place underground segment

Simple steps to reproduce: 1. Stand your character still and draw a belt line away from you. Keep going past your maximum reach distance so you get the "Cannot reach" message. 2. While holding your mouse past your reach point and still trying to place a belt line, walk towards your cursor ...

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