Some things that I noticed, sorry if they have been reported already.
- Kovarex Enrichment Process:
messes up your production/consume statistic, as instead of adding "consumed 3 bad uranium, produced 1 good uranium" it adds ALL of the recipe to the respective side, which makes it impossible to see how much you actually produced / consumed in total, except by taking the ore and doing the math yourself
- Tank/Car:
Do not show their resistances anymore
- Heat Pipes:
move heat in mysterious ways, makes it kinda difficult (in a bad way) to design a proper reactor setup
- Reactors:
in a test setup with 12 reactors, when I fule them all at once with insertes triggered by the same signal, the statistic only shows 11 consumed nuclear fuel, if I let them run, the next 12 will be counted correctly, seems to only occur if they have been off for a moment, makes it kind difficult to see how much you really consumed, so to tell how efficient your setup really is
- Heat Pipes / Reactors (in their role as heat pipes):
sometimes get stuck on odd heat levels (like 980-something) and wont go higher even if heat is coming in and not going out of the system, ever, for reactors it seems to fix the issue if they are rebuild, but that seems to make the bug jump over to the neighbouring reactor, replacing all at onces solved it
- Map generation:
When continuing the new version on an old save, and exploring further, there are very odd edges where new area is generated
Probably unrelated to the new versions(s) as I had that before:
- Logistic/Construction Drones:
will always go straight to their target, which sometimes causes them, if the distance is too long and they fall back to the neares roboport, to get stuck in an infinite loop where they try to approach their destination, run out of energy, go back to the roboport, and repeat forever, even though both ports (target area and fallback) are connected to the same network, which means there is a way they could use
- Flamethrower Turret:
Sometimes enemies will bug out and stop right at the edge of the turrets range, the turret will continue to shoot without hitting the mob, and the mob will stay unless killed otherwise (like, by the player), this can continue forever
[edit:] meant this: [*]Flamethrower turret no longer shoots in its prepare state. (46160) which is fixed now
[0.15.x] a few minor things
[0.15.x] a few minor things
Last edited by Taipion on Fri May 05, 2017 4:15 pm, edited 1 time in total.
Re: [0.15.x] a few minor things
I am afraid this is not how bug reports work, check the How to report a bug section and make reports for issues that qualify. Furthermore, for something to be a bug it has to be obvious that the behaviour is not the behaviour that was intended by the developer, if you can not show that, then please do not make a report.
Re: [0.15.x] a few minor things
That's by design. It clutters the display and doesn't actually change anything to show that information for your own entities.Taipion wrote: - Tank/Car:
Do not show their resistances anymore
That's also by design although it may be changed in the future.Taipion wrote:- Heat Pipes:
move heat in mysterious ways, makes it kinda difficult (in a bad way) to design a proper reactor setup
I can't reproduce this - can you please upload a save file that shows it happen?Taipion wrote:- Reactors:
in a test setup with 12 reactors, when I fule them all at once with insertes triggered by the same signal, the statistic only shows 11 consumed nuclear fuel, if I let them run, the next 12 will be counted correctly, seems to only occur if they have been off for a moment, makes it kind difficult to see how much you really consumed, so to tell how efficient your setup really is
This is part of the "heat pipes work in mysterious ways" above.Taipion wrote:- Heat Pipes / Reactors (in their role as heat pipes):
sometimes get stuck on odd heat levels (like 980-something) and wont go higher even if heat is coming in and not going out of the system, ever, for reactors it seems to fix the issue if they are rebuild, but that seems to make the bug jump over to the neighbouring reactor, replacing all at onces solved it
That's by design - we changed the map generation in 0.15 - if you load old saves then that happens.Taipion wrote:- Map generation:
When continuing the new version on an old save, and exploring further, there are very odd edges where new area is generated
Probably unrelated to the new versions(s) as I had that before:
Also by design. Don't build L shaped networks.Taipion wrote:- Logistic/Construction Drones:
will always go straight to their target, which sometimes causes them, if the distance is too long and they fall back to the neares roboport, to get stuck in an infinite loop where they try to approach their destination, run out of energy, go back to the roboport, and repeat forever, even though both ports (target area and fallback) are connected to the same network, which means there is a way they could use
That's not a bug - the flame throwers have a maximum range and it's less than some biters attack range.Taipion wrote:- Flamethrower Turret:
Sometimes enemies will bug out and stop right at the edge of the turrets range, the turret will continue to shoot without hitting the mob, and the mob will stay unless killed otherwise (like, by the player), this can continue forever
If you want to get ahold of me I'm almost always on Discord.
Re: [0.15.x] a few minor things
I am afraid this is not how constructive critisism works.Loewchen wrote:I am afraid this is not how bug reports work, check the How to report a bug section and make reports for issues that qualify. Furthermore, for something to be a bug it has to be obvious that the behaviour is not the behaviour that was intended by the developer, if you can not show that, then please do not make a report.
If you want people to play by your rules, make them obvious and be nice to those people, if you can't do that, especially the latter part, then you will do much more bad than good by trying.
This was my first post here, I registered only to get this off and maybe help improve the game, and there was no "how to bug report" that jumped at me, so sorry for that, I'd actually expect such a feature to be ingame, but well...
That's a strange design decision then, why did you have it to begin with?Rseding91 wrote:That's by design. It clutters the display and doesn't actually change anything to show that information for your own entities.Taipion wrote: - Tank/Car:
Do not show their resistances anymore
In a game like factorio, you can expect a good part of your players to want to know everything, and this is part of it, I did not feel it cluttered anything, yet it did provide useful information, and made the tank look more detailed.
Now it's just a big box metal-like-pixels, not telling anything about itself.
[edit:] The "does not change anything" is quite off here, like, walls telling me they have 100% fire resistance was a VITAL information when designing my first defense.
I ...DO....MISS... this information, and I bet others do, too.
Now that is really surprising, it is ugly, unnecessarily cumbersome and kills the fun, why would you want it to behave like that?Rseding91 wrote:That's also by design although it may be changed in the future.Taipion wrote:- Heat Pipes:
move heat in mysterious ways, makes it kinda difficult (in a bad way) to design a proper reactor setup
I'd rather have heat pipes lose heat to the environment in a logically sound pattern that'd enforce you to design efficient pipes rather than ....this,
sorry but I really can't imagine why you'd want to do something like this in an otherwise beautiful game.
Sure, I'll try to reproduce it once more and then figure out how to send a save file.Rseding91 wrote:I can't reproduce this - can you please upload a save file that shows it happen?Taipion wrote:- Reactors:
in a test setup with 12 reactors, when I fule them all at once with insertes triggered by the same signal, the statistic only shows 11 consumed nuclear fuel, if I let them run, the next 12 will be counted correctly, seems to only occur if they have been off for a moment, makes it kind difficult to see how much you really consumed, so to tell how efficient your setup really is
-.-Rseding91 wrote:This is part of the "heat pipes work in mysterious ways" above.Taipion wrote:- Heat Pipes / Reactors (in their role as heat pipes):
sometimes get stuck on odd heat levels (like 980-something) and wont go higher even if heat is coming in and not going out of the system, ever, for reactors it seems to fix the issue if they are rebuild, but that seems to make the bug jump over to the neighbouring reactor, replacing all at onces solved it
That's not quite how I meant this, the attack range (= range from that someone can attack, do damage n stuff) of all biters/spitters I have seen so far is way, way less than the flame thrower turrets range.Rseding91 wrote:That's by design - we changed the map generation in 0.15 - if you load old saves then that happens.Taipion wrote:- Map generation:
When continuing the new version on an old save, and exploring further, there are very odd edges where new area is generated
Probably unrelated to the new versions(s) as I had that before:
Also by design. Don't build L shaped networks.Taipion wrote:- Logistic/Construction Drones:
will always go straight to their target, which sometimes causes them, if the distance is too long and they fall back to the neares roboport, to get stuck in an infinite loop where they try to approach their destination, run out of energy, go back to the roboport, and repeat forever, even though both ports (target area and fallback) are connected to the same network, which means there is a way they could use
That's not a bug - the flame throwers have a maximum range and it's less than some biters attack range.Taipion wrote:- Flamethrower Turret:
Sometimes enemies will bug out and stop right at the edge of the turrets range, the turret will continue to shoot without hitting the mob, and the mob will stay unless killed otherwise (like, by the player), this can continue forever
The problem here is that the turret starts shooting before the mob is actually in range, and that the flame aimed at the mob won't ever hit, the mob on the other hand buggs out and stops, forever standing right outside the turrets range, while the turret shoots a continous, never ending stream of flame right at the feet of the mob, but wont ever hit it.