Search found 325 matches
- 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: 340
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: 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 ...
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: 1432
- 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
- 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 ...
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: 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.)
- 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: 705
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: 328
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: 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.
- 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 ...
- 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 ...
- 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 ...
- 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.
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: 1235
- 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 ...
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: 672
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: 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.
- 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.
- 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.
- 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