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
Search found 439 matches
- 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
- 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)
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: 31394
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: 1593
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: 827
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: 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...
- 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.
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: 1867
- 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
- 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...
- 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.
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: 891
- 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
- 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.


- 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

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

- Thu Dec 03, 2020 3:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
- Replies: 5
- Views: 3034
- 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 

- 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
See: https://youtu.be/Cwu_rKsKYPY
- 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...
- Thu Nov 26, 2020 8:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
- Replies: 5
- Views: 3034
Re: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
This seems like a satisfying solution. Nice!