Search found 342 matches

by Lou
Mon Apr 27, 2026 9:58 am
Forum: Won't fix.
Topic: [Lou][2.0.9]Tooltip is not shown when placing burner miner when "Entity tooltip on the side" is disabled
Replies: 5
Views: 1588

Re: [Lou][2.0.9]Tooltip is not shown when placing burner miner when "Entity tooltip on the side" is disabled

Unfortunetly, this exact setting's requirements collide with multiple other considerations and resolving all of it would be problematic :(
by Lou
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: 547

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.
by Lou
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: 794

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.
by Lou
Thu Apr 09, 2026 4:15 pm
Forum: Not a bug
Topic: [Lou][2.0.13] Inconsistent behaviour (belt vs others) when changing ghost entity force during super-forced builds
Replies: 4
Views: 1462

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 ...
by Lou
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: 1273

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.
by Lou
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: 1083

Re: [Lou][2.0.10] Entity Tooltip Disappears When Driving

Thanks for the report, fixed for 2.1.
by Lou
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: 1529

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.
by Lou
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: 712

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.
by Lou
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: 899

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 ...
by Lou
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: 899

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 ...
by Lou
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: 899

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 ...
by Lou
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: 500

Re: [Lou][2.0.72] Force Printing does not cancel upgrade planner

Thanks for the report, fixed for 2.1.
by Lou
Thu Jan 22, 2026 11:01 am
Forum: Fixed for 2.1
Topic: [Lou][2.0.72] Landfill duplicates when placed
Replies: 1
Views: 586

Re: [Lou][2.0.72] Landfill duplicates when placed

Thank you for the report. Fixed for 2.1.
by Lou
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: 446

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
by Lou
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: 2383

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 ...

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