Search found 205 matches
- Sun Feb 02, 2025 4:25 pm
- Forum: Assigned
- Topic: [Lou] pipe to ground, build on empty space
- Replies: 2
- Views: 254
Re: [Lou] pipe to ground, build on empty space
possibly related: 123925
- Sun Feb 02, 2025 4:25 pm
- Forum: Assigned
- Topic: [Lou][2.0.24] Underground belt and pipe placement orders cliff deconstruction
- Replies: 1
- Views: 208
- Sat Feb 01, 2025 9:03 pm
- Forum: Assigned
- Topic: [Lou]Force place over water does not trigger on_entity_built
- Replies: 1
- Views: 115
Re: [Lou]Force place over water does not trigger on_entity_built
Thank you for the report. The fix for on_built_entity is being worked on, but I don't see a case where script_raised_built would be relevant. Do you have any particular case where you expected script_raised_built on autofilled tiles?
- Tue Jan 28, 2025 2:24 pm
- Forum: Assigned
- Topic: [Lou][2.0.32] Stone/steel furnaces can be rotated if pasted in from a rotated blueprint
- Replies: 3
- Views: 365
Re: [2.0.32] Stone/steel furnaces can be rotated if pasted in from a rotated blueprint
Thank you for the report, however, I am a bit confused by your steps. Tinkering around, I ran across this behaviour:
factorio-run_RLpLkxMOK3.mp4
Manually placing stone furnace over existing stone furnace (does not show)/(shows) depending on the cursor rotation (which it shouldn't). Does that ...
factorio-run_RLpLkxMOK3.mp4
Manually placing stone furnace over existing stone furnace (does not show)/(shows) depending on the cursor rotation (which it shouldn't). Does that ...
- Tue Jan 28, 2025 2:07 pm
- Forum: Pending
- Topic: [2.0.32] Crash when flipping blueprint
- Replies: 4
- Views: 217
Re: [2.0.32] Crash when flipping blueprint
Could you also provide a savefile where you observed this? Provided info was not suffiscient for reproduction.
- Fri Jan 17, 2025 1:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou]Recycler flips when using Upgrader Planner in blueprint
- Replies: 5
- Views: 756
Re: [Lou]Recycler flips when using Upgrader Planner in blueprint
Thanks for the report and cooperation. The issue has been fixed for 2.0.32
- Thu Jan 16, 2025 4:44 pm
- Forum: Not a bug
- Topic: [Lou][2.0.30] Super force build UI tip
- Replies: 3
- Views: 238
Re: [Lou][2.0.30] Super force build UI tip
Well, that is not a good place for it, factoriopedia is generally for stuff with prototypes (item, recepes, tiles, entities, ...), while build modes are just values with hardcoded behaviour.
The ghost icons you mentioned are for types of entities (entity ghost and tile ghost) not for the build mode ...
The ghost icons you mentioned are for types of entities (entity ghost and tile ghost) not for the build mode ...
- Thu Jan 16, 2025 1:30 pm
- Forum: Not a bug
- Topic: [Lou][2.0.30] Super force build UI tip
- Replies: 3
- Views: 238
Re: [Lou][2.0.30] Super force build UI tip
Hello and thank you for the report.
The hotkey hints are not an exhaustive list and after internal discussion we decided against adding super forced entry, so marking this not a bug.
While there are some nieche ways to discover this feature (settings, blueprint item tooltip,..) you are correct ...
The hotkey hints are not an exhaustive list and after internal discussion we decided against adding super forced entry, so marking this not a bug.
While there are some nieche ways to discover this feature (settings, blueprint item tooltip,..) you are correct ...
- Thu Jan 16, 2025 12:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.21] Can't place rail ramp on top of Gleba's floating plants
- Replies: 5
- Views: 1289
Re: [Lou][2.0.21] Can't place rail ramp on top of Gleba's floating plants
Thank you all for the reports.
Muche is correct in that addition of protected_from_tile_building to water cane fixed the issue for water cane, however the actual issue was that build mode (normal/forced/superforced) information was incorrectly not passed to the logic that was gaging autofilled tile ...
Muche is correct in that addition of protected_from_tile_building to water cane fixed the issue for water cane, however the actual issue was that build mode (normal/forced/superforced) information was incorrectly not passed to the logic that was gaging autofilled tile ...
- Wed Jan 15, 2025 4:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.25] Super-force upgrading into a storage chest can make it lose its filters
- Replies: 3
- Views: 533
Re: [Lou][2.0.25] Super-force upgrading into a storage chest can make it lose its filters
Thank you for the report. Fixed for 2.0.31
- Thu Jan 09, 2025 3:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.23] Minefield ghosts placed on landfill ghosts do not all get restored after undo deconstruction
- Replies: 5
- Views: 958
Re: [Lou][2.0.23] Minefield ghosts placed on landfill ghosts do not all get restored after undo deconstruction
Thanks both for the report and for the images (helped in reproduction).
Underlying issue was, when an entity ghost was dependent on two or more tile ghosts, the rder of records in the undo was incorrect, because the entity ghost removal was induced at the moment of first supporting tile ghost ...
Underlying issue was, when an entity ghost was dependent on two or more tile ghosts, the rder of records in the undo was incorrect, because the entity ghost removal was induced at the moment of first supporting tile ghost ...
- Thu Jan 09, 2025 11:03 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.29] Recycler doesnt return ressources equally weighted
- Replies: 8
- Views: 1420
Re: [2.0.29] Recycler doesnt return ressources equally weighted
Hello. If the Bug report.zip is supposed to be a save file, it appears to be corrupted.
Anyway, I did some quick test on latest internal version I did not observe incorrect ratios.
Anyway, I did some quick test on latest internal version I did not observe incorrect ratios.
- Sun Jan 05, 2025 4:58 pm
- Forum: Bug Reports
- Topic: [2.0.28] Deconstruction planner can mark huge portion of surface unintentionally when closing remote view
- Replies: 3
- Views: 286
Re: [2.0.28] Deconstruction planner can mark huge portion of surface unintentionally when closing remote view
Hello, do I understand your incident correctly as:
You were in remote view
Started deconstruction selection (unintentionally)
Switched out of remote view
Let go - thus confirming the deconstruction selection on different surface
Stuff was marked for deconstruction that you had no intention ...
You were in remote view
Started deconstruction selection (unintentionally)
Switched out of remote view
Let go - thus confirming the deconstruction selection on different surface
Stuff was marked for deconstruction that you had no intention ...
- Tue Dec 17, 2024 1:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou]Recycler flips when using Upgrader Planner in blueprint
- Replies: 5
- Views: 756
Re: Recycler flips when using Upgrader Planner in blueprint
Hello. I could not reproduce the described flip. Could you please post a log file and optimally a save or at least the blueprint string and upg planner string?
- Fri Dec 13, 2024 7:51 am
- Forum: Pending
- Topic: [2.0.23] Spoilage between saves
- Replies: 2
- Views: 191
Re: Spoilage between saves
Hello. the saves you mentioned aren't actually included . Also, please include a log file.
- Thu Dec 12, 2024 12:15 pm
- Forum: Bug Reports
- Topic: [2.0.13] Building preview and placement do not match (disagree/vertical/cursor/offset)
- Replies: 6
- Views: 604
- Thu Dec 12, 2024 11:25 am
- Forum: Won't fix.
- Topic: [2.0.23] LuaEntity minable always reads back as false
- Replies: 10
- Views: 730
Re: [2.0.23] LuaEntity minable always reads back as false
Thank you for the report.
Well, there is currently a disconnect between lua entity minable read and write. minable write (like setting minable = something via command) changes the entity minability flag. The read also has some mineability logic on top of reading the flag, namely for driven vehicles ...
Well, there is currently a disconnect between lua entity minable read and write. minable write (like setting minable = something via command) changes the entity minability flag. The read also has some mineability logic on top of reading the flag, namely for driven vehicles ...
- Thu Dec 12, 2024 9:41 am
- Forum: Not a bug
- Topic: [2.0.23] Blueprinting does not copy tiles below objects in space
- Replies: 1
- Views: 175
Re: [2.0.23] Blueprinting does not copy tiles below objects in space
Thank you for the report, however this is not a bug in my opinion.
You can get around the "cannot build" error by force-building (with shift by default), at least in umodded cases.
You can get around the "cannot build" error by force-building (with shift by default), at least in umodded cases.
- Thu Dec 12, 2024 9:38 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][2.0.23] Minefield ghosts placed on landfill ghosts do not all get restored after undo deconstruction
- Replies: 5
- Views: 958
Re: [2.0.23] Minefield ghosts placed on landfill ghosts do not all get restored after undo deconstruction
Also could not reproduce this (neither on 2.0.23 nor the latest). Could you maybe provide a video or more exact steps to reproduce this?
- Thu Dec 12, 2024 9:23 am
- Forum: Duplicates
- Topic: [2.0.23] Recipe with only fluid ingredients quality can be set by parameter
- Replies: 3
- Views: 257
Re: [2.0.23] Recipe with only fluid ingredients quality can be set by parameter
Thank you for the report. The issue seems to be fixed fo 2.0.24, so marking this as duplicate (of the aforementioned issue that was fixed for 2.0.24)