[2.0.60] Building placement bug

Place for things which are bugs but we have no idea how to solve them. Things related to hardware, libraries, strange setups, etc.
ArTorias7526
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Jul 25, 2025 8:34 am
Contact:

[2.0.60] Building placement bug

Post by ArTorias7526 »

As shown in the screenshot, a part of my base suddenly “teleported” to a nearby location with powerpoles still connected in a bizarre pattern :shock: .
Any attempt to deconstruct these faulty buildings results in game crash. I've included the crashlog in the zip.

No mod enabled in this run, only defult spaceage stuff.
I was able to continue playing by removing these buildings using map editor, please take a look to see if this is a corrupted save or a bug, thx.
Attachments
screenshot.jpg
screenshot.jpg (1.45 MiB) Viewed 462 times
Building_bug.zip
(36.64 MiB) Downloaded 29 times
Rseding91
Factorio Staff
Factorio Staff
Posts: 16127
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: [2.0.60] Building placement bug

Post by Rseding91 »

Thanks for the report. This indicates you have memory corruption - likely failing RAM. The position values of those entities became corrupted in memory which is what caused them to move.

The only way that has even been known to happen is failing hardware.

That is, unless you know of a way to make this happen in a fresh save file?
If you want to get ahold of me I'm almost always on Discord.
ArTorias7526
Manual Inserter
Manual Inserter
Posts: 2
Joined: Fri Jul 25, 2025 8:34 am
Contact:

Re: [2.0.60] Building placement bug

Post by ArTorias7526 »

Rseding91 wrote: Fri Jul 25, 2025 11:21 am This indicates you have memory corruption - likely failing RAM.
Thanks for pointing out, appreciate it :)
Post Reply

Return to “1 / 0 magic”