Search found 344 matches

by Lou
Wed Jun 24, 2026 3:02 pm
Forum: Duplicates
Topic: [2.0.73] space platform tiles marked for destruction getting copied
Replies: 1
Views: 341

Re: [2.0.73] space platform tiles marked for destruction getting copied

Thanks for the report, unfortunately, we already lookied into it and decided not to to fix this: 131476
by Lou
Wed Jun 17, 2026 4:23 pm
Forum: Pending
Topic: [Lou][2.0.77] Train disconnected after force printing
Replies: 2
Views: 320

Re: [Lou][2.0.77] Train disconnected after force printing

Hi and thanks for the report. This specific case actually did not disconnect in versions (at least) 2.1.4 and later, have you run into analogous issues? (Issues when fast reviving are known)
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: 1768

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: Resolved Problems and Bugs
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: 632

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: Resolved Problems and Bugs
Topic: [Lou][2.0.73] Foundation can't be placed on Deep Lake / Blue Marsh tiles (Gleba)
Replies: 1
Views: 923

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: 1569

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: Resolved Problems and Bugs
Topic: [Lou][2.0.73] Snap-to-grid blueprint with car make new ghost car over current one
Replies: 2
Views: 1463

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: Resolved Problems and Bugs
Topic: [Lou][2.0.10] Entity Tooltip Disappears When Driving
Replies: 3
Views: 1417

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: 1889

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: 827

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: 1032

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: 1032

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: 1032

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 11:01 am
Forum: Resolved Problems and Bugs
Topic: [Lou][2.0.72] Landfill duplicates when placed
Replies: 1
Views: 725

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: Resolved Problems and Bugs
Topic: [2.0.72] Crash super-force-placing concrete on water (BlueprintBuilder::sendBuildEvents)
Replies: 1
Views: 500

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

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