Search found 59 matches
- Fri Feb 07, 2025 3:02 am
- Forum: Releases
- Topic: Version 2.0.34
- Replies: 45
- Views: 17458
Re: Version 2.0.34
A change that is not mentioned in the changelog is that Linux builds are now built with Clang instead of GCC, which has allowed us to re-enable link-time optimization on Linux builds. Linux players should see some performance improvements due to this.
The game is already working fantastic on ...
- Mon Jan 20, 2025 11:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][1.1.107][Linux] Tiny Cursor through Wayland
- Replies: 14
- Views: 3759
Re: [raiguard][1.1.107][Linux] Tiny Cursor through Wayland
This was the first fix that actually worked for me, but all I need is the path:
I think we should get this added to the nixpkgs steam wrapper.
Code: Select all
XCURSOR_PATH=$(readlink -f /run/current-system/sw)/share/icons %command%
- Wed Nov 13, 2024 10:40 pm
- Forum: Duplicates
- Topic: [Raiguard] [2.0.15] Tiny cursor on Wayland
- Replies: 7
- Views: 1346
Re: [2.0.15] Tiny cursor on Wayland
Oh hey, I should mention that I also use NixOS just like the OP here.
Performed a system update from https://releases.nixos.org/nixos/unstable/nixos-24.11pre690827.5633bcff0c61/nixexprs.tar.xz to https://releases.nixos.org/nixos/unstable/nixos-24.11pre705705.76612b17c0ce/nixexprs.tar.xz and a ...
Performed a system update from https://releases.nixos.org/nixos/unstable/nixos-24.11pre690827.5633bcff0c61/nixexprs.tar.xz to https://releases.nixos.org/nixos/unstable/nixos-24.11pre705705.76612b17c0ce/nixexprs.tar.xz and a ...
- Sat Nov 09, 2024 6:53 pm
- Forum: Duplicates
- Topic: [Raiguard] [2.0.15] Tiny cursor on Wayland
- Replies: 7
- Views: 1346
Re: [2.0.15] Tiny cursor on Wayland
After today's updates to the Steam Linux Runtime, the mouse cursor is now extremely tiny.
Since I'm not sure which one Factorio uses, here's all the versions:
Steam Linux Runtime 1.0 (scout) appid: 1070560 buildid: 15348173
Steam Linux Runtime 2.0 (soldier) appid: 1391110 buildid: 15971527
Steam ...
Since I'm not sure which one Factorio uses, here's all the versions:
Steam Linux Runtime 1.0 (scout) appid: 1070560 buildid: 15348173
Steam Linux Runtime 2.0 (soldier) appid: 1391110 buildid: 15971527
Steam ...
- Sat Nov 09, 2024 6:52 pm
- Forum: Duplicates
- Topic: [Steam Linux Runtime 9 Nov] Mouse cursor extremely tiny
- Replies: 1
- Views: 599
[Steam Linux Runtime 9 Nov] Mouse cursor extremely tiny
After today's updates to the Steam Linux Runtime, the mouse cursor is now extremely tiny.
Since I'm not sure which one Factorio uses, here's all the versions:
Steam Linux Runtime 1.0 (scout) appid: 1070560 buildid: 15348173
Steam Linux Runtime 2.0 (soldier) appid: 1391110 buildid: 15971527
Steam ...
Since I'm not sure which one Factorio uses, here's all the versions:
Steam Linux Runtime 1.0 (scout) appid: 1070560 buildid: 15348173
Steam Linux Runtime 2.0 (soldier) appid: 1391110 buildid: 15971527
Steam ...
- Thu Nov 07, 2024 11:29 pm
- Forum: Ideas and Suggestions
- Topic: Factoriopedia "Ammo Category" improvements
- Replies: 4
- Views: 724
Re: Factoriopedia "Ammo Category" improvements
Also now that I think about it, the "Electric" ammo category should actually be a "Damage category", and Flamethrower would be a combined "Ammo/Damage Category" page. Artillery Shell (Ammo Category) would link to both Physical (Damage category) and Explosion (Damage category).
- Thu Nov 07, 2024 11:03 pm
- Forum: Ideas and Suggestions
- Topic: Factoriopedia "Ammo Category" improvements
- Replies: 4
- Views: 724
Factoriopedia "Ammo Category" improvements
The "Ammo category" pages in the Factoriopedia are pretty barebones and need some love.
- Remove most items from the "Related" category
- Add a new "Used by" category: guns, vehicles with guns on them, turrets
- Add a new "Ammunition" category: the various types of ammo that match the category ...
- Remove most items from the "Related" category
- Add a new "Used by" category: guns, vehicles with guns on them, turrets
- Add a new "Ammunition" category: the various types of ammo that match the category ...
- Thu Nov 07, 2024 1:49 am
- Forum: Ideas and Suggestions
- Topic: Logisitic filters: Multi-planet select, and non-zero amount of "any quality; prefering highest quality"
- Replies: 1
- Views: 388
Re: Logisitic filters: Multi-planet select, and non-zero amount of "any quality; prefering highest quality"
It's weird that clearing the "Import From" filter doesn't save it as a cleared filter (import anywhere).
- Wed Nov 06, 2024 5:50 pm
- Forum: Releases
- Topic: Version 2.0.15
- Replies: 17
- Views: 15890
Re: Version 2.0.15
Just speed module your recycler to reduce quality 

- Wed Nov 06, 2024 1:03 am
- Forum: Releases
- Topic: Version 2.0.15
- Replies: 17
- Views: 15890
Re: Version 2.0.15
@Pirate_Rance: The save format for terrain tiles is necessarily highly compressed, and currently there's no space to store qualities. It likely won't change until the save format is next overhauled.
- Mon Oct 28, 2024 4:18 am
- Forum: Resolved Problems and Bugs
- Topic: Deconstruction planner can't filter Vulcanus chimney vents
- Replies: 2
- Views: 994
Re: Deconstruction planner can't filter Vulcanus chimney vents
For "why would you do this":
Crafting 500x Blue Science on Vulcanus to research Coal Liquefaction on the first visit.
- Mon Oct 28, 2024 4:04 am
- Forum: Resolved Problems and Bugs
- Topic: Deconstruction planner can't filter Vulcanus chimney vents
- Replies: 2
- Views: 994
Deconstruction planner can't filter Vulcanus chimney vents
Deconstruction planners can't be filtered with the Vulcanus sulfur-bearing rocks:
Code: Select all
[entity=vulcanus-chimney] [entity=vulcanus-chimney-cold] [entity=vulcanus-chimney-faded]
- Sun Oct 27, 2024 6:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] Radar coverage preview doesn't include cargo landing pad coverage
- Replies: 3
- Views: 8837
[Genhis] Radar coverage preview doesn't include cargo landing pad coverage
When holding a radar to place it, the blue "radar coverage" overlay on the minimap does not display the coverage of the Cargo landing pad.
Screenshot: The minimap displaying proposed radar coverage in blue, adjacent to what are clearly always-charted chunks not highlighted in blue.
Screenshot: The minimap displaying proposed radar coverage in blue, adjacent to what are clearly always-charted chunks not highlighted in blue.
- Mon Oct 21, 2024 7:31 pm
- Forum: Technical Help
- Topic: [2.0.7] 'Application Not Responding' on first launch
- Replies: 2
- Views: 489
Re: [2.0.7] 'Application Not Responding' on first launch
Relaunching the game from the modding dialog after making no changes also worked. I think this can be closed as Not Reproducible
- Mon Oct 21, 2024 7:27 pm
- Forum: Technical Help
- Topic: [2.0.7] 'Application Not Responding' on first launch
- Replies: 2
- Views: 489
Re: [2.0.7] 'Application Not Responding' on first launch
Closing the game and launching again from Steam worked.
There's probably something about the reexec under NixOS Steam that broke?
There's probably something about the reexec under NixOS Steam that broke?
- Mon Oct 21, 2024 7:25 pm
- Forum: Technical Help
- Topic: [2.0.7] 'Application Not Responding' on first launch
- Replies: 2
- Views: 489
[2.0.7] 'Application Not Responding' on first launch
On my first successful launch of 2.0.7, I got the disable mods prompt, followed by an Application Not Responding:
0.000 2024-10-21 12:19:30; Factorio 2.0.7 (build 79385, linux64, steam)
0.118 Operating system: Linux (NixOS 24.11)
0.000 Initializing Steam API.
0.118 Program arguments: "/home ...
0.000 2024-10-21 12:19:30; Factorio 2.0.7 (build 79385, linux64, steam)
0.118 Operating system: Linux (NixOS 24.11)
0.000 Initializing Steam API.
0.118 Program arguments: "/home ...
- Mon Oct 21, 2024 7:16 pm
- Forum: Technical Help
- Topic: [1.1.101][linux] Game doesn't start any more
- Replies: 6
- Views: 2354
Re: [1.1.101][linux] Game doesn't start any more
Can confirm that this crash still happens when launching 2.0 under Proton.
Failed to compile shader __core__/graphics/shaders/sprite.psh as ps_4_0: __core__/graphics/shaders/sprite.psh:32:18: E5000: syntax error, unexpected NEW_IDENTIFIER, expecting ')' or ','
- Sat Feb 06, 2021 9:43 am
- Forum: Releases
- Topic: Version 1.1.21
- Replies: 10
- Views: 18467
Re: Version 1.1.21
A move that has not resolved yet is known as an "outstanding move". The Factorio client tracks these using the "latency state".
- Fri Jan 22, 2021 10:04 pm
- Forum: Releases
- Topic: Version 1.1.13
- Replies: 12
- Views: 13633
Re: Version 1.1.13
Factorio now implements the Axiom of Choice! Horray!
- Thu Dec 03, 2020 6:30 pm
- Forum: Releases
- Topic: Version 1.1.4
- Replies: 24
- Views: 19567
Re: Version 1.1.4
Nah, the spidertron speed buff I want to see is "Spidertron can now climb on and attach itself to a train wagon"AmericanPatriot wrote: Thu Dec 03, 2020 6:08 pm Hoping for
balancing
- increased spidertron movement speed or equipment grid size