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by kovarex
Fri Mar 12, 2021 3:52 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.26] Laser and flamethrower turret damage may not be accurate
Replies: 3
Views: 3329

Re: [kovarex] [1.1.26] Laser and flamethrower turret damage may not be accurate

Hello and thanks for the report.

As you wrote, this is basically 2 separate issues, one is that the turret bonus wasn't shown for laser+fluid turrets, and the other is not not displaying the bonus in the flame sticker (the flame bound to the biters).

Both are fixed for the next release.
by kovarex
Fri Mar 12, 2021 2:51 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.26/27] Blueprints have weird behavior with mods
Replies: 2
Views: 2322

Re: [kovarex] [1.1.26/27] Blueprints have weird behavior with mods

Hello and thanks for the report. We always tried to make sure that the blueprint library wouldn't be damaged by adding/removing mods, and it was done quite some time ago https://www.factorio.com/blog/post/fff-211 https://factorio.com/blog/post/fff-357 Your case is specific in a way, that the mod doe...
by kovarex
Fri Mar 12, 2021 11:35 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.25] Placing a map-interactible entity from map view opens entity's GUI when Drag Map is rebound.
Replies: 2
Views: 2603

Re: [kovarex] [1.1.25] Placing a map-interactible entity from map view opens entity's GUI when Drag Map is rebound.

Thanks for the report, I could even reproduce this with my standard setting (as I build and open with right button).
I personally never enoucntered as I don't build normal entity from map view.

Anyway, fixed for the next release.
by kovarex
Fri Mar 12, 2021 11:20 am
Forum: 1 / 0 magic
Topic: [kovarex] [1.1.26] Desync vanilla
Replies: 1
Views: 1340

Re: [kovarex] [1.1.26] Desync vanilla

Hello. I looked up into the desync report, and it quite clean, the only difference is the amount of bullets left in the 2 ammo magazines in the inventory of TagTotality. This almost looks like some wrong calculation float manipulation with floats when merging or manipulating the 2 stacks in some way...
by kovarex
Fri Mar 12, 2021 10:35 am
Forum: Won't fix.
Topic: [1.1.26] Heroku crash - Error when sending hearbeat
Replies: 2
Views: 1445

Re: [1.1.26] Heroku crash - Error when sending hearbeat

Hello, this seems to be a radnom hiccup of the server, the log shows that it was resumed right away.
by kovarex
Fri Mar 12, 2021 10:33 am
Forum: Not a bug
Topic: Can't ctrl-left click rails into another person's inventory in multiplayer
Replies: 6
Views: 2077

Re: Can't ctrl-left click rails into another person's inventory in multiplayer

Well, ok, if it builds rails, that what can you do? I would still say not a bug.
by kovarex
Fri Mar 12, 2021 10:06 am
Forum: Not a bug
Topic: [1.1.24] Sounds fade away when there are no new sounds
Replies: 7
Views: 1955

Re: [1.1.24] Sounds fade away when there are no new sounds

[EDIT2] I found the cause of the sound issue. My Arctis Pro Headset has several game profiles, of which Factorio is detected as one. Apparently the update tot 1.1.24 and a driver update of the headset caused the game profiles to be set to the wrong default, where they need to check if other program...
by kovarex
Fri Mar 12, 2021 10:04 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.27] Crash for no obvious reasons (EntityStatus::str)
Replies: 7
Views: 2367

Re: [1.1.27] Crash for no obvious reasons (EntityStatus::str)

Hello, the crash looks really weird and random, as it is basically in internal string construction. I would discard it as random hardware malfunction, if only you didn't have second crash on the exact same place. That probably means that something is going on, but I have no idea what. It would usefu...
by kovarex
Thu Mar 11, 2021 11:58 am
Forum: Releases
Topic: Version 1.1.27
Replies: 9
Views: 17023

Re: Version 1.1.27

It might be, but it is generally bad idea to not have limited the name & title. Also, the mod names are mentioned in the changes related to recipes/items/entities etc. and having one super long name in the list is plainly annoying.
by kovarex
Wed Mar 10, 2021 4:15 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.25] Modded accumulator sometimes not charging all of the way
Replies: 3
Views: 3024

Re: [1.1.25] Modded accumulator sometimes not charging all of the way

Thanks for the report, it is now fixed for the next release.
by kovarex
Wed Mar 10, 2021 3:09 pm
Forum: Not a bug
Topic: Can't ctrl-left click rails into another person's inventory in multiplayer
Replies: 6
Views: 2077

Re: Can't ctrl-left click rails into another person's inventory in multiplayer

I just tried it, and I can do it just fine, only the selection box isn't visible.
by kovarex
Wed Mar 10, 2021 3:01 pm
Forum: Not a bug
Topic: [1.1.26] Modded recipes producing tiny amounts of fluid produce zero instead
Replies: 4
Views: 1419

Re: [1.1.26] Modded recipes producing tiny amounts of fluid produce zero instead

First of all, fluid numbers are intentionally high, to avoid bigger precision when it comes to circuit network, which uses natural numbers.
Second of all, small amount of fluids are nullified to solve some corner cases.
by kovarex
Mon Mar 08, 2021 10:55 am
Forum: Pending
Topic: [kovarex] [1.1.26] Crash: EntityWithForce::checkNearbyForcesUnRegistration
Replies: 3
Views: 1483

Re: [kovarex] [1.1.26] Crash: EntityWithForce::checkNearbyForcesUnRegistration

I couldn't reproduce anything, and I tried a few times.
by kovarex
Mon Mar 08, 2021 10:26 am
Forum: Pending
Topic: [kovarex] [1.1.26] Crash walking around with spiderton (TransportLine::draw)
Replies: 5
Views: 2425

Re: [1.1.26] Crash walking around with spiderton (TransportLine::draw)

You are literally the only person having this crash, and the 3 crashes are all on our reporting server, so I suspect your system behaving funny in this case.
Ofcourse, you can provide a save file which we can check, as it might be something weird related to your save file.
by kovarex
Sun Mar 07, 2021 2:50 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.26] Can't load my save: transport line groups are not consistent
Replies: 2
Views: 2270

Re: [kovarex] [1.1.26] Can't load my save: transport line groups are not consistent

boskid figured out a way to create a case that happened in the case, which involves ghost + real underground belt, and fast replace direction by belt smart building. So at least one can case how this could be done was fixed.
by kovarex
Sun Mar 07, 2021 1:13 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.26] Can't load my save: transport line groups are not consistent
Replies: 2
Views: 2270

Re: [kovarex] [1.1.26] Can't load my save: transport line groups are not consistent

This case is pretty weird. The problem is related to underground belt at {318.5, 326.5} and the ghost it is virtually connected to at {311.5, 326.5}. For some reason, they have incompatibile direction as both are output pieces. This normally doesn't happen, but it somehow happened to you. I would li...
by kovarex
Sun Mar 07, 2021 10:16 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.26] Interface issues when mod name is long
Replies: 5
Views: 4501

Re: [kovarex] [1.1.26] Interface issues when mod name is long

I fixed the gui for case when it can't fit, but the fact that there is no limit on the mod name or title is obviously a problem that will be addressed as well, and the limit will be definetly smaller than your current title.
by kovarex
Sun Mar 07, 2021 9:17 am
Forum: Not a bug
Topic: [kovarex] [1.1.26] Spidertron remote in quickbar gives unexpected results
Replies: 6
Views: 2107

Re: Spidertron remote in quickbar gives unexpected results

makes sense from a code point of view, the quickbar is set for generic remotes rather than specific ones and grabs the first remote in inventory. does it grab an unlinked remote if you have them and they are after the linked ones? - edit: upon testing it does not and just grabs the first remote in ...

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