Search found 439 matches

by AntiElitz
Sat Jan 16, 2021 11:32 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.12] Smart belt inconsistencies
Replies: 4
Views: 2056

[kovarex] [1.1.12] Smart belt inconsistencies

I noticed some unexpected behavior with the new smart belt feature while playing normally. So I gave it a stress test to see what is the issue. This is a compilation of the found inconsistencies. See: https://youtu.be/mGZOhCx19Sk Edit: more occurrences from real gameplay: https://clips.twitch.tv/Tam...
by AntiElitz
Sat Jan 16, 2021 10:42 pm
Forum: Not a bug
Topic: [1.1.12] Smart belt CNTR toggle not working when ghost building set to CNTR+RMB
Replies: 2
Views: 796

[1.1.12] Smart belt CNTR toggle not working when ghost building set to CNTR+RMB

source: https://www.reddit.com/r/factorio/comments/kx2pwn/version_119/gjfrw61/?context=3 tltr: You can turn smart drag off by shortly pressing cntr (cool feature! :) ) I have changed my key binds and use CNTR+RMB for ghost building. Unfortunately tapping the toggle does not work with this anymore. (...
by AntiElitz
Sat Jan 16, 2021 10:36 pm
Forum: Pending
Topic: [kovarex] [1.1.12] Wrong Transport belt ghost in the way error/floating text after rotating
Replies: 2
Views: 1051

[kovarex] [1.1.12] Wrong Transport belt ghost in the way error/floating text after rotating

See: https://youtu.be/n9sEkL-yR1o

After rotating there is sometimes the "Transport belt ghost in the way" error floating text when start building a lane.
I have ghost build on CNTR+LMB and rotate on space if that is relevant.
by AntiElitz
Sat Jan 16, 2021 10:29 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.12] Weird belt placing when mixing ghost and normal build with lock belt
Replies: 1
Views: 833

[kovarex] [1.1.12] Weird belt placing when mixing ghost and normal build with lock belt

See: https://youtu.be/qlqQJqxyoUg -hold mouse -ghost modifier hold down -drag -release ghost modifier -keep holding mouse still -move mouse Expected result: only the tile that the mouse is on when releasing the ghost key should become build TBH this is an edge case i don't see any use case for. I do...
by AntiElitz
Sat Jan 16, 2021 12:14 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.12] Additional error beeps of unknown origin
Replies: 2
Views: 5315

[kovarex] [1.1.12] Additional error beeps of unknown origin

See: https://youtu.be/1Sq6HOHBllk

There is are error beeps generated consistently which origin I am unsure of. It's not out of range, and it's not "X in the way" either. I tested and this is new in 1.1.12 and did not happen in 1.1.10.
by AntiElitz
Sat Jan 16, 2021 12:08 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.12] All "cannot reach" errors really are missing
Replies: 2
Views: 1737

[kovarex] [1.1.12] All "cannot reach" errors really are missing

rel: https://forums.factorio.com/viewtopic.php?f=23&t=94479 I am not sure how to react to a report closed that quickly. I'd answer there, but I know these answers are not seen there usually, so I create the topic again. I hope this is fine. Apologies. I cannot confirm it has always been like thi...
by AntiElitz
Sat Jan 16, 2021 11:40 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.10] Belt still magically appearing when dragging on existing belt.
Replies: 2
Views: 832

Re: [kovarex] [1.1.10] Belt still magically appearing when dragging on existing belt.

I was not able to reproduce the problem personally no matter what, but I did limit logic related to this problem only to the specific case it should be related to. (The logic is to not update the last built entity for the sake of gap building logic when overbuilding entity, so when you bend belt, i...
by AntiElitz
Sat Jan 16, 2021 11:36 am
Forum: Not a bug
Topic: [1.1.12] Out of range error floating text and sound missing
Replies: 1
Views: 685

[1.1.12] Out of range error floating text and sound missing

When dragging belt / asm / etc. out of placing range there is no more out of range error beep / text.
by AntiElitz
Thu Jan 14, 2021 6:40 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.11] Underground pipe dragging borked
Replies: 2
Views: 1972

[kovarex] [1.1.11] Underground pipe dragging borked

I have no idea what is happening here and i cannot reproduce it either. I am sorry I cannot provide any extra information than this clip.

See: https://clips.twitch.tv/InquisitiveAgileShrimpUncleNox

Edit: Bilka was able to reproduce it, see attachment video
by AntiElitz
Thu Jan 14, 2021 4:10 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.8] Belt magically appearing when dragging on existing belt.
Replies: 2
Views: 1643

Re: [kovarex] [1.1.8] Belt magically appearing when dragging on existing belt.

Thanks for working on this.
It's better, but still not fixed entirely in 1.1.10 :(

See: https://youtu.be/K6jdNM_6eF4 (v1.1.10)
by AntiElitz
Mon Jan 11, 2021 11:01 pm
Forum: Minor issues
Topic: [kovarex] [1.1.8] Inconsistent placement orientation after placing underground belts
Replies: 4
Views: 1477

Re: [1.1.8] Inconsistent placement orientation after placing underground belts

Ah yes, the link Anti posted is the same issue. I thought I'd make a bug for it as it happens every time I play for years and hasn't been changed but since it is already reported and in the won't fix category, we can probably remove this one. Well that was during a stressed period where the release...
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: 1206

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: 1206

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: 1372

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: 1206

[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: 1372

[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: 3024

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.

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