Search found 334 matches

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: 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.
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: 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.
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: 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 ...
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: 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 ...
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: 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 ...
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: 335

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: 371

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: 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
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: 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 ...
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: 1362

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: 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 ...
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: 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.)
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: 380

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: 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.
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: 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 ...
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: 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 ...

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