Search found 316 matches
- 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: 551
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: 551
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 ...
- 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: 551
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 ...
- 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: 551
Re: [2.0.72]Railgun turrets can't hit small enemies on 1 tile wide land corridor.
That was separate issue: viewtopic.php?p=661823#p661823linktothepast83 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/
- Mon Nov 10, 2025 12:35 pm
- Forum: Pending
- Topic: [2.0.28] Deconstruction planner can mark huge portion of surface unintentionally when closing remote view
- Replies: 5
- Views: 968
- 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: 551
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 ...
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 ...
- Thu Oct 23, 2025 12:30 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.45] Undoing tile change before it is build forgets to undo the basement tile
- Replies: 2
- Views: 555
Re: [Lou][2.0.45] Undoing tile change before it is build forgets to undo the basement tile
Thanks for the reports, issues are fixed for 2.1.0
- 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: 425
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.
- 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: 425
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.
- Thu Oct 16, 2025 12:39 pm
- Forum: Minor issues
- Topic: [Lou][2.0.9] Gun turret cannot be rotated
- Replies: 10
- Views: 1960
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.
- 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: 496
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
- Wed Oct 15, 2025 2:44 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.11] Force building a gate wired to something over some wall doesnt copy the wire connexion
- Replies: 2
- Views: 548
Re: [Lou][2.0.11] Force building a gate wired to something over some wall doesnt copy the wire connexion
Thanks for the report, fixed for 2.1
- Tue Oct 14, 2025 3:53 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.67] Gleba blueprints not marking for decontruction on water tiles
- Replies: 4
- Views: 538
Re: [Lou][2.0.67] Gleba blueprints not marking for decontruction on water tiles
If i was correct and the cause of it was cancelling deconstruction of plants not removing player's colliding tile ghosts, then it is fixed for 2.1 
- Tue Sep 30, 2025 8:54 am
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.67] Gleba blueprints not marking for decontruction on water tiles
- Replies: 4
- Views: 538
Re: [2.0.67] Gleba blueprints not marking for decontruction on water tiles
The 1st and 3rd photo looks to be the issue mentioned, I don't think the 2nd is as well. I think I found the cause of the second one, but if you have a save or video I could confirm.
- Thu Sep 25, 2025 9:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.66] Gleba failure to build power pole.
- Replies: 4
- Views: 3034
Re: [Lou][2.0.66] Gleba failure to build power pole.
Thanks for the report, the issue is fixed for 2.1.0.
The cause was that we were incorrectly detecting collisions for tileghosts and obstacles which just "touch" the tile.
The cause was that we were incorrectly detecting collisions for tileghosts and obstacles which just "touch" the tile.
- Thu Sep 25, 2025 8:54 am
- Forum: Fixed for 2.1
- Topic: [Lou]Extra Unnecessary Landfill under non-constructed miner
- Replies: 2
- Views: 1118
Re: [Lou]Extra Unnecessary Landfill under non-constructed miner
Thanks for the reports, fixed for 2.1.0.
- Mon Sep 22, 2025 3:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [2.0.28] Copying items from a space platform includes tiles but doesn't list it in the item count
- Replies: 3
- Views: 2178
Re: [Lou] [2.0.28] Copying items from a space platform includes tiles but doesn't list it in the item count
Thank you for the report.
This was fixed since 2.0.45, I just forgot to resolve this report, sorry.
This was fixed since 2.0.45, I just forgot to resolve this report, sorry.
- Wed Sep 17, 2025 2:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.65] Undo of landfill deconstruction does not restore ghosts on it
- Replies: 1
- Views: 1220
Re: [Lou][2.0.65] Undo of landfill deconstruction does not restore ghosts on it
Fixed for 2.0.67. Thanks for the report.
- Wed Sep 17, 2025 2:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water
- Replies: 1
- Views: 1199
Re: [Lou][2.0.66] Crash when unmarking something for deconstruction with overlapping ghosts over water
Thank you for the report, fixed for 2.0.67
- Wed Sep 17, 2025 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.66] Tile ghosts are not being built
- Replies: 7
- Views: 1848
Re: [Lou][2.0.66] Tile ghosts are not being built
From 2.0.67 this should no longer happen, however ghosts that were never built in existing saves will not be affected, those you still have to fix manually.