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by AntiElitz
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...
by AntiElitz
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. ...
by AntiElitz
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

Re: [1.1.8] Gaps when dragging entities in line

invisus wrote:
Sun Jan 10, 2021 2:38 am
Dupe of 94130
No that's not a dupe, that' a different bug at much lower speeds. Here it only happens at the first placed entity.
by AntiElitz
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
by AntiElitz
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
by AntiElitz
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.
by AntiElitz
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
by AntiElitz
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)
by AntiElitz
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! :)
by AntiElitz
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...
by AntiElitz
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.
by AntiElitz
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
by AntiElitz
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...
by AntiElitz
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.
by AntiElitz
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

[1.1.6] Superfluous powerpole placed when dragging over blocked territory

There is an extra powerpole being placed that had no use.

See Video:
https://youtu.be/Wcl6IvbxkBg
by AntiElitz
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

Re: [kovarex] [1.1.0] Game detects required power pole too late

kovarex wrote:
Wed Dec 16, 2020 2:58 pm
I tried to reproduce it in the current 1.1.6, and it seems to be fixed already.
I just did test the exact same setup in 1.1.6 and it's exactly the same issue still. Also it's 100% reproduce-able for me. Maybe you tested a different setup?

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