This still happens very frequently to me. Like once per hour.
Here is a recent example:
https://clips.twitch.tv/HotTenderCroque ... svDM54ItPk
Search found 445 matches
- Thu May 26, 2022 8:19 pm
- Forum: Assigned
- Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
- Replies: 9
- Views: 3825
- Wed May 11, 2022 9:44 pm
- Forum: Assigned
- Topic: [Genhis] [1.1.59] map generation slower than usually
- Replies: 5
- Views: 2623
[Genhis] [1.1.59] map generation slower than usually
Hey I noticed that sporadically the map generation in the preview in much slower than usually. I run a 9900k. When I take a look at the task manager the cpu only shows to be used by 50% pretty exactly, instead of the 100% I get usually. The Processor has 8 cores / 16 thread. So it feels like maybe s...
- Mon Mar 28, 2022 3:00 pm
- Forum: Pending
- Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
- Replies: 7
- Views: 3044
Re: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Got another File with Biters stuck at the very end. Contains Replay.
- Fri Mar 18, 2022 11:49 pm
- Forum: Pending
- Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
- Replies: 7
- Views: 3044
Re: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Around 2:26h
You can see it a bit in this clip. There is radar coverage where the red dots are standing.
https://clips.twitch.tv/CleverEnergetic ... ZRUEWwUOPV
You can see it a bit in this clip. There is radar coverage where the red dots are standing.
https://clips.twitch.tv/CleverEnergetic ... ZRUEWwUOPV
- Mon Jan 17, 2022 12:19 am
- Forum: Pending
- Topic: [Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
- Replies: 7
- Views: 3044
[Oxyd] [1.1.50] Biters getting stuck way more often compared to .49
Since 1.1.50 I find Biter being stuck very frequently compared to before. This happened in at least 5 maps I started since last month.
Here is a replay, that you can use to reproduce the issue: https://drive.google.com/file/d/11YvxF_ ... sp=sharing
Here is a replay, that you can use to reproduce the issue: https://drive.google.com/file/d/11YvxF_ ... sp=sharing
- Thu Dec 16, 2021 11:55 pm
- Forum: Fixed for 2.0
- Topic: [1.1.49] mines blueprint not centered on cursor
- Replies: 1
- Views: 1247
- Thu Dec 09, 2021 1:05 am
- Forum: Duplicates
- Topic: [1.1.49] ghosts dont trigger cliff explosive
- Replies: 1
- Views: 876
[1.1.49] ghosts dont trigger cliff explosive
Sometimes cliffs won't be marked for deconstruction, even though the bots can't place the entity without the cliff being destroyed. The bot will just idle there forever then. This is very annoying when you expect a belt to be connected but it turns out to be not later, even though you supply cliff e...
- Fri Dec 03, 2021 4:36 pm
- Forum: Duplicates
- Topic: [1.1.48] underground next to ghost pipe
- Replies: 1
- Views: 905
[1.1.48] underground next to ghost pipe
1. place ghost pipe
2. drag underground pipe or ghost over it
3. ghost is removed
Does not apply to non ghost pipes.
See: https://i.imgur.com/n6roREQ.png
2. drag underground pipe or ghost over it
3. ghost is removed
Does not apply to non ghost pipes.
See: https://i.imgur.com/n6roREQ.png
- Fri Nov 12, 2021 10:35 pm
- Forum: Pending
- Topic: [1.1.46] Crash after unreasonable power usage
- Replies: 4
- Views: 2312
Re: [1.1.46] Crash after unreasonable power usage
Just wanted to add that there is no save file as this Speedrun turned autosave off.
Moment of the final crash https://clips.twitch.tv/ShinyFurryDillA ... UNapuC6on5
Moment of the final crash https://clips.twitch.tv/ShinyFurryDillA ... UNapuC6on5
- Tue Nov 09, 2021 12:05 pm
- Forum: Pending
- Topic: [1.1.45] Crash (EnvironmentSoundPlayer::update)
- Replies: 4
- Views: 1628
Re: [1.1.45] Crash (EnvironmentSoundPlayer::update)
I am not certain that this is the correct .dmp , but i think so - otherwise it's lost. The game did not crash again after.
- Tue Nov 09, 2021 10:58 am
- Forum: Pending
- Topic: [1.1.45] Crash (EnvironmentSoundPlayer::update)
- Replies: 4
- Views: 1628
Re: [1.1.45] Crash (EnvironmentSoundPlayer::update)
I remember that I ran 3 zip Instances of Factorio simultaneously here also. I would be surprised if that was related, but who knows.
- Tue Nov 09, 2021 10:47 am
- Forum: Implemented mod requests
- Topic: LuaPlayer.map_visibility :: boolean
- Replies: 7
- Views: 2415
Re: LuaPlayer.map_visibility :: boolean
Thank you so much! That's really cool
- Mon Nov 08, 2021 6:07 pm
- Forum: Implemented mod requests
- Topic: LuaPlayer.map_visibility :: boolean
- Replies: 7
- Views: 2415
Re: LuaPlayer.map_visibility :: boolean
That doesn't fix the issue.
- Sat Nov 06, 2021 11:00 am
- Forum: Bug Reports
- Topic: [1.1.41] Redundant power pole placed while building
- Replies: 6
- Views: 3220
Re: [1.1.41] Redundant power pole placed while building
I second this report. It has been problem for me when dragging poles very fast, specifically in highly obstructed areas like smelting lanes and assembler lanes. This isn't a hardware issue.
- Sat Nov 06, 2021 10:53 am
- Forum: Implemented mod requests
- Topic: LuaPlayer.map_visibility :: boolean
- Replies: 7
- Views: 2415
LuaPlayer.map_visibility :: boolean
We have several scenarios where we want to have spectators observing the game in god mod. Unfortunately there does not seem to be any way to turn off the Player dots moving over the map. This is specifically annoying for spectators in an opponent force that are red dots and can be mistakes for enemi...
- Fri Nov 05, 2021 10:23 pm
- Forum: Pending
- Topic: [1.1.45] Crash (EnvironmentSoundPlayer::update)
- Replies: 4
- Views: 1628
[1.1.45] Crash (EnvironmentSoundPlayer::update)
Occurred when or shortly after switching to map view. Save and log attached.
- Wed Nov 03, 2021 5:02 pm
- Forum: Assigned
- Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
- Replies: 9
- Views: 3825
Re: [1.1.42] Smart rotations facing the wrong way
If it was on the other side, there would be a belt logically. Replay has all infos though.
- Fri Oct 29, 2021 11:34 pm
- Forum: Assigned
- Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
- Replies: 9
- Views: 3825
Re: [1.1.42] Smart rotations facing the wrong way
Yeah your replay is not related to my bug. Actually yours is not a bug, you just drag towards the wrong direction and don't have any undergrounds - so it places none.
- Thu Oct 28, 2021 4:04 pm
- Forum: Assigned
- Topic: [kovarex] [1.1.42] Smart rotations facing the wrong way
- Replies: 9
- Views: 3825
[kovarex] [1.1.42] Smart rotations facing the wrong way
When using the smart belt rotation feature, the belt may sometimes face backwards. https://cdn.discordapp.com/attachments/285528445109272578/903310384906240010/unknown.png It's a bug that has been around for a long time, so I hope you are able to fix it with this replay. I hear several Speedrunners ...
- Thu Aug 19, 2021 11:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.37] smart belt reverse drag rotation delay jump
- Replies: 2
- Views: 4457
Re: [kovarex] [1.1.37] smart belt reverse drag rotation delay jump
Looks like it's fixed for 1.1.38 already!