Search found 2244 matches
- Mon Jan 01, 2018 11:03 pm
- Forum: Duplicates
- Topic: [16.12] Items popping forward out of circuit controlled belt
- Replies: 8
- Views: 2636
Re: [16.12] Items popping forward out of circuit controlled belt
I was able to reproduce this issue but little manually - blue belt fully compressed: 1/ remove one segment of blue belt (to make gap) 2/ place again blue belt (so items go on it) 3/ remove same segment again (so you have about 2~3 long chunk of items ahead) 4/ place again blue belt Step 4 makes firs...
- Mon Jan 01, 2018 3:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.12] Spliter to underground - items are stuck.
- Replies: 3
- Views: 3025
Re: [0.16.12] Spliter to underground - items are stuck.
Second fail. This time i reduced build size so it fits 50x50 map.
In attachment: Map with this bug, again on third branch. Map contains replay data (1min 22s)
In attachment: Map with this bug, again on third branch. Map contains replay data (1min 22s)
- Mon Jan 01, 2018 2:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.12] Spliter to underground - items are stuck.
- Replies: 3
- Views: 3025
[Rseding91] [0.16.12] Spliter to underground - items are stuck.
I assume this is tightly related to [0.16.4] Sideloaded underground belt gets stuck (55055) When spliter feeds underground belt, one line may stuck - there are stuff to insert into underground, but there is nothing coming. I managed to reproduce this problem on sandbox map. Since items are 9 pixels ...
- Fri Dec 22, 2017 6:57 am
- Forum: Duplicates
- Topic: [0.16.7] unknown key:"fluid-contents"
- Replies: 2
- Views: 759
- Fri Dec 22, 2017 5:58 am
- Forum: Duplicates
- Topic: [16.7] - Unable to Place Chemical Plant
- Replies: 3
- Views: 1391
Re: [16.7] - Unable to Place Chemical Plant
I think this issue was already reported and it is based on fact that 1x1 water tile will show as full land but you will be unable to place buildings over it.
Try to land-fill area under this buildings you want to build
edit: [posila][16.0] Hidden water tiles after landfill
Try to land-fill area under this buildings you want to build
edit: [posila][16.0] Hidden water tiles after landfill
- Thu Dec 21, 2017 5:26 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.6] Enemy force restrictions
- Replies: 3
- Views: 2921
Re: [Rseding91] [0.16.6] Enemy force restrictions
Oh, i mean "Land mine", not "Mining drill" Programmable speaker can have 150 health in config, but when trying to represent it as a float or double, internally it may be little bigger or little less (if not possible to represent it as exact value of sign*(1+mantissa)*2^exponent) ...
- Wed Dec 20, 2017 5:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.6] Enemy force restrictions
- Replies: 3
- Views: 2921
Re: [0.16.6] Enemy force restrictions
5/ You can mark concrete or bricks for deconstruction over victim base, victim will see red croses in his base but will be unable to unmark them - this may be used to visually distract enemies
- Wed Dec 20, 2017 3:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.6] Enemy force restrictions
- Replies: 3
- Views: 2921
[Rseding91] [0.16.6] Enemy force restrictions
I found some issues: 1/ You can't Shift-left click enemy power pole ("Enemy wires cannot be disconnected"), but you can use copper cable and select both power poles to disconnect them. 2/ You can't transfer items to enemy chests ("Can't transfer to enemy structures"), but you can...
- Tue Dec 19, 2017 7:00 am
- Forum: Pending
- Topic: [0.16.6] Surface::collideWithEntityPredicate
- Replies: 3
- Views: 1559
Re: [0.16.6] Inserter::update
c:\cygwin64\tmp\factorio-kour1y\src\entity\inserter.cpp (789): Inserter::update Your bug report looks suspicious. "kour1y" suggests it was [0.16.5] (azf3kj is in 0.16.6), and "Inserter::update" is most probable because of "power pole bug" (55176) that should be fixed in...
- Mon Dec 18, 2017 7:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.6] Crash on setting character filters (2)
- Replies: 1
- Views: 1892
[Rseding91] [0.16.6] Crash on setting character filters (2)
[Rseding91] [0.16.5] Crash on setting character filters: "agui::Widget::getAbsolutePosition" Part 2 Step 1) New game > scenario > sandbox Step 2) "Default" -> "Generate" Step 3) "All techs, gib items, all day, cheat mode" Step 4) Place rails Step 5) Place loc...
- Mon Dec 18, 2017 8:53 am
- Forum: Duplicates
- Topic: [16.5] Crash when deconstructing
- Replies: 2
- Views: 2207
Re: [16.5] Crash when deconstructing
Possible dup of problem solved for next release
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
- Mon Dec 18, 2017 8:41 am
- Forum: Duplicates
- Topic: [0.16.5] Crash when Removed Substation
- Replies: 2
- Views: 1270
Re: [0.16.5] Crash when Removed Substation
Possible dup of problem solved for next release:
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
- Mon Dec 18, 2017 8:38 am
- Forum: Duplicates
- Topic: [0.16.5] Game crashes when tank crashes into a power pole
- Replies: 1
- Views: 903
Re: [0.16.5] Game crashes when tank crashes into a power pole
Possible dup of problem solved for next release.
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
- Mon Dec 18, 2017 8:36 am
- Forum: Duplicates
- Topic: game crush in same time
- Replies: 3
- Views: 944
Re: game crush in same time
Possible dup of problem resolved for next release
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
- Mon Dec 18, 2017 6:18 am
- Forum: Duplicates
- Topic: Crash when removing power poles
- Replies: 3
- Views: 1211
Re: Crash when removing power poles
Possible dup of problem solved for next release:
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
[0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
- Sun Dec 17, 2017 9:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.5] Crash when removing wooden pole on: "::draw" or "::drawInternal""
- Replies: 18
- Views: 10852
Re: [0.16.5] Crash when removing wooden pole
Same here.
I noticed that when removing second pole, first one tries to reconnect to electric network, but all poles around in range already have 5 connections. Maybe this will help narrow down this problem.
I noticed that when removing second pole, first one tries to reconnect to electric network, but all poles around in range already have 5 connections. Maybe this will help narrow down this problem.
- Sun Dec 17, 2017 8:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.2] Missing train/wagon cursor icon
- Replies: 5
- Views: 1750
[0.16.5] Weird position of item-qty in hand (train related)
Step 1) New game > sandbox > default > "all items, tech, day, cheat" Step 2) No rails, get "cargo wagon", "locomotive", "fluid wagon" or "artillery wagon" in hand Step 3) Hover mouse over terrain without rails (whell, there is no rails so everywere) ...
- Sun Dec 17, 2017 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.5] Crash on setting character filters: "agui::Widget::getAbsolutePosition"
- Replies: 1
- Views: 2707
[Rseding91] [0.16.5] Crash on setting character filters: "agui::Widget::getAbsolutePosition"
Step 1) New game > scenario > sandbox Step 2) "Default" -> "Generate" Step 3) "All techs, gib items, all day, cheat mode" Step 4) Get one steel chest Step 5) Left click to open chest-gui Step 6) On left side, middle click on empty slot (to set filter) Game crashes 156.4...
- Sun Dec 17, 2017 7:50 pm
- Forum: Not a bug
- Topic: [0.16.4] 'Iron plate cannot be smelted', can't make steel
- Replies: 2
- Views: 1041
Re: [0.16.4] 'Iron plate cannot be smelted', can't make steel
Not a Bug.
You need to research "steel processing"
You need to research "steel processing"
- Sun Dec 17, 2017 7:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.4] infinity-chest triggers drawing logistic coverage
- Replies: 1
- Views: 4872
[Rseding91] [0.16.4] infinity-chest triggers drawing logistic coverage
Place infinity-chest (obtained by "/c game.player.insert("infinity-chest")") within roboport logistic range. When hovering mouse over infinity-chest, roboport range shows up (orange area and green area) - same behavior as hovering above passive provider chest. I assume this is bu...