Search found 439 matches

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: 639

[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: 1643

[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: 827

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: 1593

[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: 31394

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: 1867

[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: 827

[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: 2387

[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: 891

[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: 1264

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?
by AntiElitz
Mon Dec 07, 2020 5:04 pm
Forum: Not a bug
Topic: [1.1.5] Red concrete graphical Bug on tile transistions
Replies: 1
Views: 500

[1.1.5] Red concrete graphical Bug on tile transistions

Red concrete and refined concrete is missing the "edge" transition graphics when next to lab tiles, the other colors do.
Image
by AntiElitz
Fri Dec 04, 2020 3:04 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.5] Power poles remain gap when being dragged next to a ghost pole
Replies: 1
Views: 705

[kovarex] [1.1.5] Power poles remain gap when being dragged next to a ghost pole

Dragging power poles leaves a gap, when a poles is supposed to be placed directly in front of a ghost pole

Video explanation: https://youtu.be/2ICrSjMuroM

Image
by AntiElitz
Sat Nov 28, 2020 2:09 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.1] ghosts that are out of range cannot be rotated.
Replies: 2
Views: 1554

Re: [kovarex] [1.1.1] ghosts that are out of range cannot be rotated.

I didn't expect 24/7 support for this game, but you are more more reliable than the police at these times of a day :D
by AntiElitz
Sat Nov 28, 2020 12:16 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.1] ghosts that are out of range cannot be rotated.
Replies: 2
Views: 1554

[kovarex] [1.1.1] ghosts that are out of range cannot be rotated.

Ghost entities that are out of player range cannot be rotated manually, but can be rotated by overbuilding. That's not really helpful when using map mode adn since there is a way to rotate them already anyways, all ways should work equally.

See: https://youtu.be/Cwu_rKsKYPY
by AntiElitz
Fri Nov 27, 2020 11:58 pm
Forum: Not a bug
Topic: [1.1.1] Main menu music stops playing
Replies: 4
Views: 872

Re: [1.1.1] Main menu music stops playing

I don't think this is a bug. Also in the normal game, the music stops playing, and eventually restarts if you just wait long enough. You could turn this into a suggestion, though. [edit] Also before the music in the menu was changed, music would stop playing, and restart eventually. I literally lin...

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