Search found 334 matches
- Wed Feb 11, 2026 1:08 pm
- Forum: Assigned
- Topic: [Lou][2.0.8] Fast replacing undergound belts now rotates item in hand
- Replies: 2
- Views: 991
Re: [Lou][2.0.8] Fast replacing undergound belts now rotates item in hand
Thank you for the report. The b) case has been fixed for 2.1.
- Wed Jan 28, 2026 5:40 pm
- Forum: Won't fix.
- Topic: [Lou][2.0.69] Foundation marked for deconstruction included in blueprint with asteroid collector
- Replies: 1
- Views: 412
Re: [Lou][2.0.69] Foundation marked for deconstruction included in blueprint with asteroid collector
Thank you for the report. We looked into this and unfortunately, we could not find a way to fix this without impacting performance or introducing new inconsistencies. So at least for the forseeable future, this will not be fixed.
- Wed Jan 28, 2026 4:49 pm
- Forum: Pending
- Topic: [2.0.73] plant on gleba not being marked for deconstruction in force-build
- Replies: 6
- Views: 405
Re: [2.0.73] plant on gleba not being marked for deconstruction in force-build
..
However, the way i placed it was by using a copied set of 4 roboports + power lines. The save should have it in the clipboard, hopefully: use paste and line up the pasted buildings with where the ghost was, then force build. In my test, this did NOT mark the plant for deconstruction.
I ...
- Tue Jan 27, 2026 6:11 pm
- Forum: Pending
- Topic: [2.0.73] plant on gleba not being marked for deconstruction in force-build
- Replies: 6
- Views: 405
Re: [2.0.73] plant on gleba not being marked for deconstruction in force-build
The roboport itself does not collide with the plant, so removing only the roboport ghost and rebuilding it shouldn't mark the plant for deconstruction - the issue is, it is already in wrong state, because of the tile ghosts (which need to be revived for the roboport to be buildable) colliding with ...
- Tue Jan 27, 2026 9:01 am
- Forum: Pending
- Topic: [2.0.73] plant on gleba not being marked for deconstruction in force-build
- Replies: 6
- Views: 405
Re: [2.0.73] plant on gleba not being marked for deconstruction in force-build
Thanks for the report.
Is it possible, that you unmarked the plant for deconstruction? There is a known bug fixed for 2.1 that causes colliding tile ghosts not to be removed when unmarking the plant for deconstruction (https://forums.factorio.com/131087).
If you manage to figure out a different ...
Is it possible, that you unmarked the plant for deconstruction? There is a known bug fixed for 2.1 that causes colliding tile ghosts not to be removed when unmarking the plant for deconstruction (https://forums.factorio.com/131087).
If you manage to figure out a different ...
- Thu Jan 22, 2026 11:07 am
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] Force Printing does not cancel upgrade planner
- Replies: 1
- Views: 335
Re: [Lou][2.0.72] Force Printing does not cancel upgrade planner
Thanks for the report, fixed for 2.1.
- Thu Jan 22, 2026 11:01 am
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] Landfill duplicates when placed
- Replies: 1
- Views: 371
Re: [Lou][2.0.72] Landfill duplicates when placed
Thank you for the report. Fixed for 2.1.
- Mon Jan 19, 2026 12:27 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Crash super-force-placing concrete on water (BlueprintBuilder::sendBuildEvents)
- Replies: 1
- Views: 246
Re: [2.0.72] Crash super-force-placing concrete on water (BlueprintBuilder::sendBuildEvents)
Thanks for the report.
I could reproduce this in 2.0.73, but in 2.1. I could not, so I assume this was already fixed, although I now couldn't easily find the specific issue that fixed it, but I guess I'll mark this as duplicate anyway, feel free to revive this if after 2.1. release this still happens
I could reproduce this in 2.0.73, but in 2.1. I could not, so I assume this was already fixed, although I now couldn't easily find the specific issue that fixed it, but I guess I'll mark this as duplicate anyway, feel free to revive this if after 2.1. release this still happens
- Wed Jan 07, 2026 6:38 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] Super force building on quality belt does not copy quality to underground
- Replies: 1
- Views: 301
Re: [Lou][2.0.72] Super force building on quality belt does not copy quality to underground
Thanks for the report, fixed for 2.1.
- Mon Dec 22, 2025 2:56 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] Crash when hovering over the undo/redo shortcut button (DeduceEffectiveTileContext::applyProxy)
- Replies: 2
- Views: 496
Re: [Lou][2.0.72] Crash when hovering over the undo/redo shortcut button (DeduceEffectiveTileContext::applyProxy)
Thanks once more, fixed for 2.1.
- Mon Dec 22, 2025 2:51 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
- Replies: 7
- Views: 1362
Re: [Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
Thanks for the report and additional info. The observed behaviour is fixed for 2.1., though I don't know how you got into your current state.
You can "fix" your current save by running this command:
/c game.player.surface.set_default_cover_tile(game.player.force, "refined-concrete", nil)
or if ...
You can "fix" your current save by running this command:
/c game.player.surface.set_default_cover_tile(game.player.force, "refined-concrete", nil)
or if ...
- Wed Dec 17, 2025 12:14 pm
- Forum: Pending
- Topic: [2.0.21] Offshore pump can be placed on solid ground on Aquilo
- Replies: 3
- Views: 1734
- Wed Dec 17, 2025 12:14 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
- Replies: 7
- Views: 1362
- Mon Dec 15, 2025 4:17 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
- Replies: 7
- Views: 1362
Re: [Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
I tracked down the issue itself, but the reason it manifested in your game is because you somehow have "refined-concrete" a nondefault cover for "concrete" and that should not happen normally.
Since the save is eligible for achievments, it seems you haven't used editor or commands... Can you think ...
Since the save is eligible for achievments, it seems you haven't used editor or commands... Can you think ...
- Tue Dec 09, 2025 2:30 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
- Replies: 7
- Views: 1362
Re: [2.0.72] it is possible to force place Offshore Pump on Aquilo's surface
Can you provide a save file and/or more specific reproduction steps? (I cannot reproduce this on 2.0.72.)
- Wed Nov 19, 2025 8:04 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] Crash shift-click placing blueprint with overgrowth yumako soil and concrete on water
- Replies: 2
- Views: 845
Re: [Lou][2.0.72] Crash shift-click placing blueprint with overgrowth yumako soil and concrete on water
Thank you for the report, fixed for 2.1
- Wed Nov 19, 2025 7:48 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] Force stamp doesn't replace modules in editor
- Replies: 1
- Views: 380
Re: [Lou][2.0.72] Force stamp doesn't replace modules in editor
Thanks for the report, fixed for 2.1
- Tue Nov 18, 2025 4:16 pm
- Forum: Not a bug
- Topic: [2.0.72] Incorrect description when viewing a driven vehicle remotely
- Replies: 1
- Views: 420
Re: [2.0.72] Incorrect description when viewing a driven vehicle remotely
When in remote view, you can only drive vehicles remotely (regardless of wheather your character is inside or not). For example try this with Car (which in unmodded cannot be driven remotely) - you can't drive in remote not even when you have character in the driver's slot.
- Mon Nov 10, 2025 12:56 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
- Replies: 9
- Views: 1094
Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
That's.. unfortunate if even a small change can have such implications. It definitely doesn't look right though to miss a straight shot for the kill, perhaps it should aim for the center of the tile the small enemies are at and not the center of enemies smaller than 1 tile? ...
I am ...
- Mon Nov 10, 2025 12:52 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
- Replies: 9
- Views: 1094
Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
... perhaps it should aim for the center of the tile the small enemies are at and not the center of enemies smaller than 1 tile?
Well that has some other problems, like what happens if the target is still in range, but the tile center isn't? Either the range would be nerfed in unobvious way, or ...