Search found 337 matches

by Lou
Thu Apr 02, 2026 9:14 am
Forum: Fixed for 2.1
Topic: [Lou][2.0.73] Snap-to-grid blueprint with car make new ghost car over current one
Replies: 2
Views: 1016

Re: [Lou][2.0.73] Snap-to-grid blueprint with car make new ghost car over current one

Thanks for the report, from 2.1. car ghosts will no longer be placed over equivalent real cars.
by Lou
Mon Feb 23, 2026 7:05 am
Forum: Fixed for 2.1
Topic: [Lou][2.0.10] Entity Tooltip Disappears When Driving
Replies: 3
Views: 941

Re: [Lou][2.0.10] Entity Tooltip Disappears When Driving

Thanks for the report, fixed for 2.1.
by Lou
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: 1229

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.
by Lou
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: 552

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.
by Lou
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: 642

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 ...
by Lou
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: 642

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 ...
by Lou
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: 642

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 ...
by Lou
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: 410

Re: [Lou][2.0.72] Force Printing does not cancel upgrade planner

Thanks for the report, fixed for 2.1.
by Lou
Thu Jan 22, 2026 11:01 am
Forum: Fixed for 2.1
Topic: [Lou][2.0.72] Landfill duplicates when placed
Replies: 1
Views: 489

Re: [Lou][2.0.72] Landfill duplicates when placed

Thank you for the report. Fixed for 2.1.
by Lou
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: 344

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
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: 1898

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: 1898

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: 1898

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: 1898

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: 449

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

Thanks for the report, fixed for 2.1

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