Search found 340 matches
- Thu Apr 16, 2026 12:02 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.76] Using scripts to change player vehicle can create a vehicle with no driver that cannot be entered
- Replies: 1
- Views: 460
Re: [Lou][2.0.76] Using scripts to change player vehicle can create a vehicle with no driver that cannot be entered
Thanks for the report. The issue was scripting was incorrectly handling combination of surface + driving changes while already driving via commands, creating faulty state. Fixed for 2.1, existing saves might need fixing.
- Thu Apr 16, 2026 11:58 am
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.73] Foundation can't be placed on Deep Lake / Blue Marsh tiles (Gleba)
- Replies: 1
- Views: 604
Re: [Lou][2.0.73] Foundation can't be placed on Deep Lake / Blue Marsh tiles (Gleba)
Thanks for the report, it was an oversight, and it is fixed for 2.1.
- Thu Apr 09, 2026 4:15 pm
- Forum: Won't fix.
- Topic: [Lou][2.0.13] Inconsistent behaviour (belt vs others) when changing ghost entity force during super-forced builds
- Replies: 2
- Views: 1162
Re: [Lou][2.0.13] Inconsistent behaviour (belt vs others) when changing ghost entity force during super-forced builds
Thank you for the reports.
Firstly - we allow more general freedom for commands, so being able to place colliding entities is not a bug.
The different behaviour for belts vs other entities is real, the reason is that because of various belt related logic, it is really useful to not allow multiple ...
Firstly - we allow more general freedom for commands, so being able to place colliding entities is not a bug.
The different behaviour for belts vs other entities is real, the reason is that because of various belt related logic, it is really useful to not allow multiple ...
- Thu Apr 02, 2026 9:14 am
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.73] Snap-to-grid blueprint with car make new ghost car over current one
- Replies: 2
- Views: 1131
Re: [Lou][2.0.73] Snap-to-grid blueprint with car make new ghost car over current one
Thanks for the report, from 2.1. car ghosts will no longer be placed over equivalent real cars.
- Mon Feb 23, 2026 7:05 am
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.10] Entity Tooltip Disappears When Driving
- Replies: 3
- Views: 996
Re: [Lou][2.0.10] Entity Tooltip Disappears When Driving
Thanks for the report, fixed for 2.1.
- Tue Feb 17, 2026 7:46 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Incorrect description when viewing a driven vehicle remotely
- Replies: 4
- Views: 850
Re: [Lou][2.0.72] Incorrect description when viewing a driven vehicle remotely
Lol, you've beaten me to it 
- Wed Feb 11, 2026 1:08 pm
- Forum: Bug Reports
- Topic: [2.0.8] Fast replacing undergound belts now rotates item in hand
- Replies: 2
- Views: 1350
Re: [Lou][2.0.8] Fast replacing undergound belts now rotates item in hand
Thank you for the report. The b) case has been fixed for 2.1.
- Wed Jan 28, 2026 5:40 pm
- Forum: Won't fix.
- Topic: [Lou][2.0.69] Foundation marked for deconstruction included in blueprint with asteroid collector
- Replies: 1
- Views: 613
Re: [Lou][2.0.69] Foundation marked for deconstruction included in blueprint with asteroid collector
Thank you for the report. We looked into this and unfortunately, we could not find a way to fix this without impacting performance or introducing new inconsistencies. So at least for the forseeable future, this will not be fixed.
- Wed Jan 28, 2026 4:49 pm
- Forum: Pending
- Topic: [2.0.73] plant on gleba not being marked for deconstruction in force-build
- Replies: 6
- Views: 734
Re: [2.0.73] plant on gleba not being marked for deconstruction in force-build
..
However, the way i placed it was by using a copied set of 4 roboports + power lines. The save should have it in the clipboard, hopefully: use paste and line up the pasted buildings with where the ghost was, then force build. In my test, this did NOT mark the plant for deconstruction.
I ...
- Tue Jan 27, 2026 6:11 pm
- Forum: Pending
- Topic: [2.0.73] plant on gleba not being marked for deconstruction in force-build
- Replies: 6
- Views: 734
Re: [2.0.73] plant on gleba not being marked for deconstruction in force-build
The roboport itself does not collide with the plant, so removing only the roboport ghost and rebuilding it shouldn't mark the plant for deconstruction - the issue is, it is already in wrong state, because of the tile ghosts (which need to be revived for the roboport to be buildable) colliding with ...
- Tue Jan 27, 2026 9:01 am
- Forum: Pending
- Topic: [2.0.73] plant on gleba not being marked for deconstruction in force-build
- Replies: 6
- Views: 734
Re: [2.0.73] plant on gleba not being marked for deconstruction in force-build
Thanks for the report.
Is it possible, that you unmarked the plant for deconstruction? There is a known bug fixed for 2.1 that causes colliding tile ghosts not to be removed when unmarking the plant for deconstruction (https://forums.factorio.com/131087).
If you manage to figure out a different ...
Is it possible, that you unmarked the plant for deconstruction? There is a known bug fixed for 2.1 that causes colliding tile ghosts not to be removed when unmarking the plant for deconstruction (https://forums.factorio.com/131087).
If you manage to figure out a different ...
- Thu Jan 22, 2026 11:07 am
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] Force Printing does not cancel upgrade planner
- Replies: 1
- Views: 442
Re: [Lou][2.0.72] Force Printing does not cancel upgrade planner
Thanks for the report, fixed for 2.1.
- Thu Jan 22, 2026 11:01 am
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] Landfill duplicates when placed
- Replies: 1
- Views: 523
Re: [Lou][2.0.72] Landfill duplicates when placed
Thank you for the report. Fixed for 2.1.
- Mon Jan 19, 2026 12:27 pm
- Forum: Fixed for 2.1
- Topic: [2.0.72] Crash super-force-placing concrete on water (BlueprintBuilder::sendBuildEvents)
- Replies: 1
- Views: 373
Re: [2.0.72] Crash super-force-placing concrete on water (BlueprintBuilder::sendBuildEvents)
Thanks for the report.
I could reproduce this in 2.0.73, but in 2.1. I could not, so I assume this was already fixed, although I now couldn't easily find the specific issue that fixed it, but I guess I'll mark this as duplicate anyway, feel free to revive this if after 2.1. release this still happens
I could reproduce this in 2.0.73, but in 2.1. I could not, so I assume this was already fixed, although I now couldn't easily find the specific issue that fixed it, but I guess I'll mark this as duplicate anyway, feel free to revive this if after 2.1. release this still happens
- Wed Jan 07, 2026 6:38 pm
- Forum: Fixed for 2.1
- Topic: [Lou][2.0.72] Super force building on quality belt does not copy quality to underground
- Replies: 1
- Views: 455
Re: [Lou][2.0.72] Super force building on quality belt does not copy quality to underground
Thanks for the report, fixed for 2.1.
- 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: 604
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: 2050
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: 2147
- 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: 2050
- 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: 2050
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 ...