Search found 440 matches
- 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: 3191
Re: [kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
This seems like a satisfying solution. Nice!
- Thu Nov 26, 2020 3:21 pm
- Forum: Duplicates
- Topic: [1.1.1] When entering editor mode, the player armor/pistol gui is changing position to it's 1.0 position on the right
- Replies: 2
- Views: 662
[1.1.1] When entering editor mode, the player armor/pistol gui is changing position to it's 1.0 position on the right
When entering editor mode, the player armor/pistol gui is changing position back to it's 1.0 position on the bottom right
https://i.imgur.com/WqFUq1P.jpg
https://i.imgur.com/WqFUq1P.jpg
- Thu Nov 26, 2020 3:14 pm
- Forum: Not a bug
- Topic: [1.1.1] Main menu music stops playing
- Replies: 4
- Views: 972
[1.1.1] Main menu music stops playing
I disabled the main menu animations. When rerolling maps for a longer time, the tracks just stop playing. They restart when i go ingame, keep running when i leave, but stop again eventually. Example timestamps where music stops: https://www.twitch.tv/videos/815520051?t=02h00m15s https://www.twitch.t...
- Thu Nov 26, 2020 12:43 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.0] Blueprint does not show preview
- Replies: 12
- Views: 4572
Re: [1.1.0] Blueprint does now show preview
actually it is shown at micro scale in the bottom right.
- Thu Nov 26, 2020 12:18 am
- 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: 3191
[kovarex] [1.1.1] Power Poles will connect to ghost poles while dragging and interrupt power
When dragging power poles on max range, the poles may not connect to each other, but to close ghost poles instead. This will interrupt the power flow on the line that is just being dragged.
Example Video: https://youtu.be/ZPFhD-SXx_A
Example Video: https://youtu.be/ZPFhD-SXx_A
- Wed Nov 25, 2020 6:24 pm
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 4390
Snap to grid should default to relative again
With the new interface, the absolute position is now the default for snap to grid. Was this change intended? Relative snapping seems to be the much more common method to use it. Actually i don't think I personally used the absolute snapping ever while I use the relative one every few minutes. I'd re...
- Wed Nov 25, 2020 6:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 31845
Re: [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
I would appreciate this solution. However the default should be to not save the wires and auto-connect instead as in previos versions. Otherwise, copy paste ist fairly useless because you would always have to open the interface and activate the option just in case this incident happens. While wantin...
- Wed Nov 25, 2020 5:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 31845
Re: [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
while it's a problem that the blueprinted poles don't try and auto connect, i don't agree with your approach to tell them to roll it back and get rid of the feature. maybe don't do your speedruns on v1.1 yet? I like thue's solution actually. edit: Also this problem has literally nothing to do with ...
- Wed Nov 25, 2020 4:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 31845
Re: [1.1.1] Power Pole connections saved in Blueprints leads to pseudo random connection behavior.
*moved from 'ideas and suggestions' to 'Bug Reports' by developer recommendation*
- Wed Nov 25, 2020 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
- Replies: 21
- Views: 31845
[Lou] [1.1.1] Power Pole connections saved in Blueprints are working persistently
I recently noticed that power pole connections where quite often missing randomly when using blueprints. I was able to figure out this is due to the new blueprint system saving the pole connections in the blueprint. See here: https://youtu.be/EB98oSPDCHA This behavior feels absolutely unnatural and ...
- Tue Nov 24, 2020 1:41 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Game detects required power pole too late
- Replies: 4
- Views: 1354
Re: [1.1.0] Game detects required power pole too late
TBF the underlying issue why this is so annoying is shown in this (other) video: https://youtu.be/sifIo0s8BNk In the bottom case you drag the power pole and q at the end and the power poles are placed as expected In the top case however it's basically the same situation, so i always expect the PP to...
- Tue Nov 24, 2020 1:33 am
- Forum: Not a bug
- Topic: [1.1.0] Blueprint preview not updating after morroring
- Replies: 2
- Views: 500
Re: [1.1.0] Blueprint preview not updating after morroring
Sounds reasonable.
- Tue Nov 24, 2020 1:23 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Game detects required power pole too late
- Replies: 4
- Views: 1354
[kovarex] [1.1.0] Game detects required power pole too late
When dragging power poles, sometimes the game detects required power poles too late. See Video: https://youtu.be/FGbj24elYNA the inserter that needs power is already out of range when hovering over the position shown in the picture below and therefore should be already placed at that time, so it doe...
- Tue Nov 24, 2020 1:17 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.0] Power pole not placing in gap when dragging fast
- Replies: 2
- Views: 2032
[kovarex] [1.1.0] Power pole not placing in gap when dragging fast
Power pole not placing in gap when dragging fast.
See Video:
https://www.youtube.com/watch?v=aoClknpAmaE
See Video:
https://www.youtube.com/watch?v=aoClknpAmaE
- Tue Nov 24, 2020 12:54 am
- Forum: Not a bug
- Topic: [1.1.0] Blueprint preview not updating after morroring
- Replies: 2
- Views: 500
[1.1.0] Blueprint preview not updating after morroring
If a create a blueprint and mirror it, the preview of the blueprint will still show the unmirrored one.
See Video:
https://youtu.be/K-lcD4sW-VM
See Video:
https://youtu.be/K-lcD4sW-VM
- Mon Nov 23, 2020 11:53 pm
- 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: 3144
[kovarex] [1.1.0] Belt alignment is behaving weirdly when keep holding drag down while rotating
Belt alignment is behaving weirdly when keep holding drag down while rotating.
2 examples:
Case 1: https://youtu.be/EzD1J9OnJsw
Case 2: https://youtu.be/lMqtjNTLsqE
2 examples:
Case 1: https://youtu.be/EzD1J9OnJsw
Case 2: https://youtu.be/lMqtjNTLsqE
- Mon Nov 23, 2020 11:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.0] Out of range is sometimes "ghost" sometimes "green" depending on position.
- Replies: 1
- Views: 1498
[posila] [1.1.0] Out of range is sometimes "ghost" sometimes "green" depending on position.
https://www.youtube.com/watch?v=Z5C_WKO ... e=youtu.be
Out of range is sometimes "ghost" sometimes "green" depending on position. See Video above.
Out of range is sometimes "ghost" sometimes "green" depending on position. See Video above.
- Wed Nov 18, 2020 4:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Belt placing interpolation fails when stack in hand runs out
- Replies: 2
- Views: 549
- Wed Nov 18, 2020 3:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.0.0] Belt placing interpolation fails when stack in hand runs out
- Replies: 2
- Views: 549
[1.0.0] Belt placing interpolation fails when stack in hand runs out
https://www.youtube.com/watch?v=RbsVzA0roi4 Each time the stack in hand runs out there is a gap in the belt. Pretty sure that new since 1.0. This is a different bug than explained here https://forums.factorio.com/viewtopic.php?f=48&t=89209 (Belt has random gap even when stack doesn't run out) an...
- Fri Nov 13, 2020 8:18 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 91901
Re: Friday Facts #363 - 1.1 is getting close
- if you uncheck the "Flat character GUI", you see either Logistics, or Crafting selectable by a tab. Not both. You only see both at the same time if the "Flat character gui" is turned on. Ah cool! I got that wrong - thought the old option was removed, nice it's still an option!...