Search found 325 matches

by Lou
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: 768

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 ...
by Lou
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: 768

Re: [Lou][2.0.72] it is possible to force place Offshore Pump on Aquilo's surface

Loewchen wrote: Tue Dec 16, 2025 5:11 pm There was also 123159.
Likely the same issue, though we can't be sure without the save.
by Lou
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: 768

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 ...
by Lou
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: 768

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.)
by Lou
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: 328

Re: [Lou][2.0.72] Force stamp doesn't replace modules in editor

Thanks for the report, fixed for 2.1
by Lou
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: 366

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.
by Lou
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: 882

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 ...
by Lou
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: 882

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 ...
by Lou
Mon Nov 10, 2025 12:49 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: 882

Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.


...
And in the above save i gave if you place walls left and right and let the enemies run in the middle the walls are getting destroyed which again it is the same issue. While the walls are supposedly not being shot at they get destroyed.


well, that might actually not work, since walls ...
by Lou
Mon Nov 10, 2025 12:46 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: 882

Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.

linktothepast83 wrote: Thu Oct 30, 2025 10:14 pm ... Btw i think the fact that it doesn't aim the center of a tile might have this implication as well:
https://www.reddit.com/r/factorio/comme ... s_my_rail/
That was separate issue: viewtopic.php?p=661823#p661823
by Lou
Thu Oct 30, 2025 11:32 am
Forum: Ideas and Suggestions
Topic: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
Replies: 9
Views: 882

Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.

This is definitely not a bug -> moved to Ideas and Suggestions.

That being said, changing the width of AOE of railgun shells or the bounding box of enemies would have big implications for the game and IMO are a no-go.

In the provided example, part of the "issue" is that the railgun aims for the ...
by Lou
Tue Oct 21, 2025 3:29 pm
Forum: Fixed for 2.1
Topic: [Lou][2.0.13] Deconstruction planner tooltip is missing alt_reverse_select
Replies: 2
Views: 527

Re: [Lou][2.0.13] Deconstruction planner tooltip is missing alt_reverse_select

btw super-force-select for deconstruction planner allows you to mark entities, tiles, hidden tiles and tiles with supported entities in one fell swoop.
by Lou
Tue Oct 21, 2025 3:23 pm
Forum: Fixed for 2.1
Topic: [Lou][2.0.13] Deconstruction planner tooltip is missing alt_reverse_select
Replies: 2
Views: 527

Re: [Lou][2.0.13] Deconstruction planner tooltip is missing alt_reverse_select

Thanks for the report, added the instruction to the tooltip for 2.1.0.
by Lou
Thu Oct 16, 2025 12:39 pm
Forum: Minor issues
Topic: [Lou][2.0.9] Gun turret cannot be rotated
Replies: 10
Views: 2225

Re: [Lou][2.0.9] Gun turret cannot be rotated

After some reevaluation I am moving this to minor -> it is a relatively minor issue with possible remification of the fixes.
by Lou
Thu Oct 16, 2025 11:36 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.16] storage chest with filter force-built over buffer or requester loses filter (MR)
Replies: 1
Views: 581

Re: [Lou][2.0.16] storage chest with filter force-built over buffer or requester loses filter (MR)

This seems to have been solved some time ago, at least as of 2.0.71 I don't observe the undesired behaviour

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