Search found 446 matches
- Mon Jan 11, 2021 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.8] Additional useless power pole that is not helpful for max range either
- Replies: 5
- Views: 1466
Re: [kovarex] [1.1.8] Additional useless power pole that is not helpful for max range either
In the video there were two issues and they both should be fixed for 1.1.9. With entity ghost the issue was related to wrong check because the refinery center position was not within electric pole reach - with 1.1.9 it will be using proper check of supply reach colliding with entity bounding box. W...
- Mon Jan 11, 2021 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.8] Additional useless power pole that is not helpful for max range either
- Replies: 5
- Views: 1466
Re: [kovarex] [1.1.8] Additional useless power pole that is not helpful for max range either
So, basically, you would like to take the pole that is already there to be registered as the last to be built. I'm afraid we are getting to more and more obscured special cases of what this should be able to do, and it is more of a feature request than a bug report. No that's not the pole i meant. ...
- Sun Jan 10, 2021 2:50 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.8] Gaps when dragging entities in line
- Replies: 3
- Views: 1689
- Sun Jan 10, 2021 2:39 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.8] Additional useless power pole that is not helpful for max range either
- Replies: 5
- Views: 1466
[kovarex] [1.1.8] Additional useless power pole that is not helpful for max range either
There is an extra power pole being placed. This is about the powerpole next to the ghost pipe, not the powerpole next to the other one.
First occurrence:
https://www.twitch.tv/antielitz/clip/Ea ... &sort=time
Reproduction:
https://youtu.be/DmsvjQpAOM0
First occurrence:
https://www.twitch.tv/antielitz/clip/Ea ... &sort=time
Reproduction:
https://youtu.be/DmsvjQpAOM0
- Sun Jan 10, 2021 2:35 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.8] Gaps when dragging entities in line
- Replies: 3
- Views: 1689
[kovarex] [1.1.8] Gaps when dragging entities in line
When dragging entities there can be gaps again since 1.1.8 .
This was working fine in 1.1.6 still.
See: https://youtu.be/VKqGHpiks5Y
This was working fine in 1.1.6 still.
See: https://youtu.be/VKqGHpiks5Y
- Fri Jan 08, 2021 3:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.8] Coal dropping on ground when hover over tree
- Replies: 2
- Views: 777
Re: [1.1.8] Coal dropping on ground when hover over tree
Ohh, Thank you!
- Fri Jan 08, 2021 1:14 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Belt alignment is behaving weirdly when keep holding drag down while rotating
- Replies: 3
- Views: 3430
Re: [kovarex] [1.1.0] Belt alignment is behaving weirdly when keep holding drag down while rotating
I guess the fix broke it more. If this is a feature I preferred it the way it was before. I never actually ran into any issue with this original bug. Just wanted to report it since i noticed it.
- Fri Jan 08, 2021 1:08 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.8] Coal dropping on ground when hover over tree
- Replies: 2
- Views: 777
[Rseding91] [1.1.8] Coal dropping on ground when hover over tree
When feeding single coal to entities coal drops to the ground when hovering over a tree.
This is not happening for ore or player entities.
See: https://youtu.be/gAIWKs_Pbbw
This is not happening for ore or player entities.
See: https://youtu.be/gAIWKs_Pbbw
- Fri Jan 08, 2021 1:01 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.8] Belt magically appearing when dragging on existing belt.
- Replies: 2
- Views: 1972
[kovarex] [1.1.8] Belt magically appearing when dragging on existing belt.
Belt magically appearing when dragging on existing belt.
Did not happen in 1.1.6
See: https://clips.twitch.tv/DepressedDrabCrowKreygasm
probably related to this fix 91689 (fixed by kovarex)
Did not happen in 1.1.6
See: https://clips.twitch.tv/DepressedDrabCrowKreygasm
probably related to this fix 91689 (fixed by kovarex)
- Thu Jan 07, 2021 3:11 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 32658
Re: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
I'm very happy to see a fix for this, thank you for working on this!
- Thu Jan 07, 2021 3:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.6] Power pole connections will be dropped randomly and cause isolated power polesas
- Replies: 5
- Views: 1944
Re: [kovarex] [1.1.6] Power pole connections will be dropped randomly and cause isolated power polesas
Glad it was still in time! Great to see this fixed.
- Thu Jan 07, 2021 3:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.6] Game detects required power pole too late
- Replies: 2
- Views: 991
Re: [kovarex] [1.1.6] Game detects required power pole too late
Really cool! This makes the gameplay so much more responsive!
- Sun Jan 03, 2021 11:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.6] Power pole connections will be dropped randomly and cause isolated power polesas
- Replies: 5
- Views: 1944
[kovarex] [1.1.6] Power pole connections will be dropped randomly and cause isolated power polesas
When putting blueprints next to each other, power poles may add a 6th ghost wire connection between the blueprints. Later they drop a random(?) connection because the maximum to have is 5. This way power poles that have been part of the original blueprint can become isolated. This may seem like an e...
- Sun Jan 03, 2021 1:28 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 32658
Re: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
Related:
Video: https://youtu.be/0DiZNgVvJUw
TLTR: Fast replacing an power pole with another entity will fuck up connections, too. This is quite obvious, but still not nice.
Video: https://youtu.be/0DiZNgVvJUw
TLTR: Fast replacing an power pole with another entity will fuck up connections, too. This is quite obvious, but still not nice.
- Tue Dec 29, 2020 9:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.6] Modded: Rocket-silo will deadlock in the "preparing" phase when using energy_source.type = "burner"
- Replies: 2
- Views: 2216
- Sun Dec 27, 2020 11:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.6] Modded: Rocket-silo will deadlock in the "preparing" phase when using energy_source.type = "burner"
- Replies: 2
- Views: 2216
[Rseding91] [1.1.6] Modded: Rocket-silo will deadlock in the "preparing" phase when using energy_source.type = "burner"
when modding to data.raw["rocket-silo"]["rocket-silo"].energy_source.type = "burner" The Rocket-silo will deadlock in the "preparing" phase after reaching 100%. Using Mod Burners Only v1.0.3 https://mods.factorio.com/download/BurnersOnly/5fe8ce718e5d8bc0cff15be0
- Sat Dec 19, 2020 12:22 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.6] Game detects required power pole too late
- Replies: 2
- Views: 991
[kovarex] [1.1.6] Game detects required power pole too late
When dragging power poles, sometimes the game detects required power poles too late. Problem was not fixed yet and was only mistakenly marked as resolved. However I'll use this report to provide additional information and a possible solution to it. See explanation below: https://youtu.be/Etp6dnJfIZI...
- Fri Dec 18, 2020 8:29 pm
- Forum: Won't fix.
- Topic: [1.1.6] Ghost power poles still prevent connection of new powerline
- Replies: 8
- Views: 2927
[1.1.6] Ghost power poles still prevent connection of new powerline
Powerring of a roboport in a blueprint is prevented by ghost poles.
See Video:
https://youtu.be/uipTX0ZN1nA
related: viewtopic.php?f=11&t=91933
Fix does not work if power aren't/cannot be dragged.
Possible Solution: Prioritize connection to placed power poles.
See Video:
https://youtu.be/uipTX0ZN1nA
related: viewtopic.php?f=11&t=91933
Fix does not work if power aren't/cannot be dragged.
Possible Solution: Prioritize connection to placed power poles.
- Fri Dec 18, 2020 8:18 pm
- Forum: Won't fix.
- Topic: [1.1.6] Superfluous powerpole placed when dragging over blocked territory
- Replies: 1
- Views: 1085
- 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: 1495