[Lou][2.0.11] Lightning rod coverage UI doesn't match reality

This subforum contains all the issues which we already resolved.
Brambor
Fast Inserter
Fast Inserter
Posts: 180
Joined: Thu May 07, 2015 1:52 pm
Contact:

[Lou][2.0.11] Lightning rod coverage UI doesn't match reality

Post by Brambor »

When I place lightning rods like this, the UI promises it covers all tiles, but it doesn't cover the centre tile.
10-28-2024, 18-30-52.png
10-28-2024, 18-30-52.png (941.06 KiB) Viewed 864 times

User avatar
Lou
Factorio Staff
Factorio Staff
Posts: 150
Joined: Mon Nov 30, 2020 10:50 am
Contact:

Re: [Lou][2.0.11] Lightning rod coverage UI doesn't match reality

Post by Lou »

Thank you for the report.

Just FYI, the entity actually is protected, it is the alert that incorrectly showing.

Brambor
Fast Inserter
Fast Inserter
Posts: 180
Joined: Thu May 07, 2015 1:52 pm
Contact:

Re: [Lou][2.0.11] Lightning rod coverage UI doesn't match reality

Post by Brambor »

Thanks! I considered that and was waiting for lightning to hit it :)

User avatar
Lou
Factorio Staff
Factorio Staff
Posts: 150
Joined: Mon Nov 30, 2020 10:50 am
Contact:

Re: [Lou][2.0.11] Lightning rod coverage UI doesn't match reality

Post by Lou »

You can generate lighnings via commands, example:

Code: Select all

/c game.player.surface.execute_lightning{name = 'lightning', position = {1.5, -70.5}}
those are still subject to the attraction logic

User avatar
Lou
Factorio Staff
Factorio Staff
Posts: 150
Joined: Mon Nov 30, 2020 10:50 am
Contact:

Re: [Lou][2.0.11] Lightning rod coverage UI doesn't match reality

Post by Lou »

Fixed for 2.0.13

Post Reply

Return to “Resolved Problems and Bugs”