(The only brief prior discussion I can find of this is https://forums.factorio.com/116325)
I find it generally useful (or at least interesting) to be able to tell if something was changed in a major version or a minor version. This has, historically, been pretty easy to tell: if it ends in .0 (0.15 ...
Search found 2509 matches
- Fri Jul 18, 2025 6:31 pm
- Forum: Wiki Talk
- Topic: 2.0 vs 2.0.7 in changelogs
- Replies: 1
- Views: 159
- Fri Jul 18, 2025 6:21 pm
- Forum: This Forum
- Topic: Inconsistent css for "key" insert button
- Replies: 2
- Views: 167
Re: Inconsistent css for "key" insert button
Oh that could be. With the prosilver theme that is pretty much what it looks like. Harder to read on the factorio32 theme though.
- Fri Jul 18, 2025 6:16 pm
- Forum: This Forum
- Topic: Inconsistent css for "key" insert button
- Replies: 2
- Views: 167
Inconsistent css for "key" insert button
I don't remember noticing this before (maybe it's new?), but one of these buttons looks wrong:
If I remove the bbcode-key class from that button it appears as I expect.
This appears to happen in all 4 forum themes.
If I remove the bbcode-key class from that button it appears as I expect.
This appears to happen in all 4 forum themes.
- Wed Jul 16, 2025 2:23 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 790874
Re: Simple Questions and Short Answers
Is there a mode/hotkey in which I can only place an item if a matching/similar blueprint ghost is already there? like when building a smelter stack pre-bots? it would make placing 100+ inserters less of a chore
No. I believe the rationale is that making manual placement (and handcrafting and ...
- Tue Jun 24, 2025 8:13 pm
- Forum: Not a bug
- Topic: [2.0.58] [mac-x64] Grammatical error in value for key `macos-preferred-graphics-backend`
- Replies: 3
- Views: 352
Re: [2.0.58] [mac-x64] Grammatical error in value for key `macos-preferred-graphics-backend`
I admit this may be a bit too overcomplicated, but I know of more than one game that does things this way, and it's not like you guys shy away from overcomplicated design. Would it be possible to change the value to opengl at the same time as implementing a configuration schema updater to fix ...
- Tue Jun 24, 2025 8:01 pm
- Forum: Pending
- Topic: [2.0.57] Dramatic Wayland rendering performance issue on KDE Plasma 6.4
- Replies: 12
- Views: 1162
Re: [2.0.57] Dramatic Wayland rendering performance issue on KDE Plasma 6.4
I didn't even notice that line in the log. That certainly explains the slow rendering. Using the same version of Factorio. Since I'm using an Nvidia GPU, Mesa should not be very involved (beyond the vendor-neutral loader I think).
Still hoping to get time sooner to run a few more tests. I'd like ...
- Sun Jun 22, 2025 8:37 pm
- Forum: Pending
- Topic: [2.0.57] Dramatic Wayland rendering performance issue on KDE Plasma 6.4
- Replies: 12
- Views: 1162
Re: [2.0.57] Dramatic Wayland rendering performance issue on KDE Plasma 6.4
Factorio is using software rendering (llvmpipe) instead of your GPU. If you're using the same version of Factorio as before the update, that seems like either a Plasma issue or a Mesa issue.
- Sun Jun 08, 2025 5:29 am
- Forum: Technical Help
- Topic: [2.0.47] Error loading 1.1.76 save "Map loading failed: Loaded invalid value for StrongTypeDef 0"
- Replies: 24
- Views: 2012
Re: [2.0.47] Error loading 1.1.76 save "Map loading failed: Loaded invalid value for StrongTypeDef 0"
If you're using Steam, right click on Factorio -> properties -> betas and you can choose basically any version. If you're using the version from the website, go to https://factorio.com/download/archive.Sputnick67 wrote: Sun Jun 08, 2025 5:13 am Anyway, is there any way I could play the latest 1.x release?
- Thu Jun 05, 2025 9:18 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2014
- Views: 790874
Re: Simple Questions and Short Answers
Shift + scroll, I think.
- Fri May 23, 2025 1:10 am
- Forum: This Forum
- Topic: Upload file failed
- Replies: 11
- Views: 2346
Re: Upload file failed
Settings -> output -> recording -> video bitrateHares wrote: Thu May 22, 2025 3:53 pm And for the recordings... sometimes compression algorythms do not compress that much -- maybe I need to change OBS settings.
- Fri May 16, 2025 12:59 am
- Forum: Gameplay Help
- Topic: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
- Replies: 7
- Views: 1239
Re: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
Well, in the case I linked above, that was in the sandbox with a completely empty nauvis, no other planets, and just the one space platform. Having it be multithreaded per surface would probably be an easy change with low regression risk, but I doubt it would make a noticeable difference if the ...
- Tue May 13, 2025 10:28 pm
- Forum: Gameplay Help
- Topic: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
- Replies: 7
- Views: 1239
Re: [2.0.28] Turret UPS Usage is spikey / high and does not seem to increase linearly
I take it this is the case even if they're on different surfaces due to scripting?Rseding91 wrote: Tue May 13, 2025 1:36 pm That's not possible to do. They must first and always be deterministic: having multiple turrets scan and acquire targets in multiple threads is not deterministic and so we can't do it.
- Sun May 11, 2025 2:11 am
- Forum: Ideas and Suggestions
- Topic: Add electrical beams to robots
- Replies: 2
- Views: 361
Re: Add electrical beams to robots
show-player-robots
I also probably wouldn't want it on by default
- Sun May 11, 2025 1:54 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [2.0.34] Smart belt dragging over belt curve fails
- Replies: 6
- Views: 3236
Re: [Kovarex] [2.0.34] Smart belt dragging over belt curve fails
Since there are currently quite some bugs reports concerning smart belts, I was wondering what is currently the best way I should report those bugs:
- file one new report with all "new" bugs I can find (like I did here)
- file a new report for each different bug (that would mean 5 reports ...
- Sat May 10, 2025 10:28 pm
- Forum: Ideas and Suggestions
- Topic: Turn-Off beacons
- Replies: 13
- Views: 1378
Re: Turn-Off beacons
Why?
- Wed May 07, 2025 10:09 pm
- Forum: Technical Help
- Topic: Error code 520. What to do?
- Replies: 3
- Views: 455
Re: Error code 520. What to do?
Is this a Windows error or a Factorio error box?
- Wed May 07, 2025 4:31 am
- Forum: Multiplayer
- Topic: Where did everyone go?
- Replies: 14
- Views: 2767
Re: Where did everyone go?
There are definitely large communities in both of those places, I haven't personally noticed a huge change here though. There was a burst of activity when 2.0 came out.
- Tue May 06, 2025 9:38 pm
- Forum: Multiplayer
- Topic: Where did everyone go?
- Replies: 14
- Views: 2767
Re: Where did everyone go?
What version are you on?
- Tue May 06, 2025 9:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91][2.0.47] Other players crashes when changing signal
- Replies: 2
- Views: 1865
Re: [2.0.47] Other players crashes when changing signal
Can you post a log of the crash, and a save with that setup?
- Sun May 04, 2025 8:02 pm
- Forum: Ideas and Suggestions
- Topic: Show more precise numbers when hovering achievement progress
- Replies: 2
- Views: 344
Re: Show more precise numbers when hovering achievement progress
Right. This does exist in some places (statistics?) I believe.