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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: 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 ...
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: 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 ...
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: 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 ...
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: 551

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: 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 ...
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: 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.
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: 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.
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: 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.
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: 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
by Lou
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 ;)
by Lou
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.
by Lou
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.
by Lou
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.
by Lou
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.
by Lou
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.

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