The new radar circuit networks are awesome but a couple simple UI tweaks would really help.
1) If a universe channel is selected, please show the icon over the radar when alt machine display is active, so you can see at a glance which network a radar is assigned to without having to click it and ...
Search found 68 matches
- Wed Jul 15, 2026 12:50 am
- Forum: Ideas and Suggestions
- Topic: [2.1] The new radar circuit channels could use some UI tweaks
- Replies: 0
- Views: 152
- Sun Jul 12, 2026 1:11 pm
- Forum: Modding help
- Topic: Scaling icons after stacking and/or game not generating mipmaps
- Replies: 0
- Views: 128
Scaling icons after stacking and/or game not generating mipmaps
I'm programmatically generating some virtual signals based on the planets in the game, similar to how the game internally generates planet route icons (with the two planets and the arrows).
So I have a stackup like this:
icons = {
{ icon = data.raw.planet[source].icon, icon_size = 64, scale = 0 ...
So I have a stackup like this:
icons = {
{ icon = data.raw.planet[source].icon, icon_size = 64, scale = 0 ...
- Sat Jul 11, 2026 1:51 am
- Forum: Ideas and Suggestions
- Topic: Disable tile speed increase for Mech Armor
- Replies: 8
- Views: 1516
Re: Disable tile speed increase for Mech Armor
I'm sure this sounds crazy nitpicky because obviously mech armor is great for all kinds of reasons, but it is actually quite unpleasant running around inside your base because your speed wildly jumps up and down as you take off and land when using a couple pairs of legs. Turning them off entirely ...
- Fri Jul 10, 2026 2:09 am
- Forum: Technical Help
- Topic: [2.1.9] Linux audio sometimes chooses non-default audio device
- Replies: 3
- Views: 479
Re: [2.1.9] Linux audio sometimes chooses non-default audio device
Just through KDE's System Settings, the Sound window. The device listed at the top and with the checkbox selected is my headphones, and everything else seems to default to it just fine.
I have noticed from the command line if I run something like alsamixer, the 'Card' and 'Chip' are both PipeWire ...
I have noticed from the command line if I run something like alsamixer, the 'Card' and 'Chip' are both PipeWire ...
- Fri Jul 10, 2026 12:01 am
- Forum: Technical Help
- Topic: [2.1.9] Linux audio sometimes chooses non-default audio device
- Replies: 3
- Views: 479
[2.1.9] Linux audio sometimes chooses non-default audio device
I'm sure this will be an odd/difficult one to track down.
I'm running Arch w/ KDE Plasma, everything updated. Both 2.0.77 and 2.1.x select PulseAudio as the preferred driver. 2.0.77 consistently chooses my system's default sound device (my Razer headphones), I've never had it ever choose a ...
I'm running Arch w/ KDE Plasma, everything updated. Both 2.0.77 and 2.1.x select PulseAudio as the preferred driver. 2.0.77 consistently chooses my system's default sound device (my Razer headphones), I've never had it ever choose a ...
- Fri Jul 03, 2026 8:37 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
- Replies: 11
- Views: 820
Re: [2.1.9] Spurious liquid shortages at extreme speeds
Not sure whether it really counts as a bug or not as I don't think they were necessarily guaranteeing infinite throughput, the fluid throughput went from 100 per tick to like 4000-5000 per tick now with normal space age machines, just there's some theoretical cases where that's still not enough ...
- Fri Jul 03, 2026 7:56 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
- Replies: 11
- Views: 820
Re: [2.1.9] Spurious liquid shortages at extreme speeds
EDIT: Actually, it does seem like something weird is going on, rate calculator and the tooltip say one number, and I don't see the machine ever get blocked, but it does seem to not hit the production numbers it should even with tons of fluid storage tanks.
Both the tooltip and Rate Calculator mod ...
Both the tooltip and Rate Calculator mod ...
- Fri Jul 03, 2026 6:39 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
- Replies: 11
- Views: 820
Re: [2.1.9] Spurious liquid shortages at extreme speeds
I'm not referring to the ability for the fluid to transfer out of the fluid box and into the network, I'm referring to there possibly not being enough space in the network itself for the 6000 fluid per tick to even exist for 1 tick. 360,000 steam per second coming out of the cryo plant is 6000/tick ...
- Fri Jul 03, 2026 6:09 pm
- Forum: Assigned
- Topic: [raiguard][2.1.9] Spurious liquid shortages at extreme speeds
- Replies: 11
- Views: 820
Re: [2.1.9] Spurious liquid shortages at extreme speeds
At 6000 steam per tick, even with the new input/output improvements, if the size of the pipe buffer and the condenser inputs is less than 1 ticks worth it seems likely there may just be nowhere for the fluid to go. AKA, maybe it has to go somewhere for 1 tick so the next simulation update can ...
- Wed Jul 01, 2026 10:23 pm
- Forum: Not a bug
- Topic: [2.1.9] pipe circuit signal not showing 0 on empty pipe
- Replies: 6
- Views: 428
Re: [2.1.9] pipe circuit signal not showing 0 on empty pipe
It's critically important that the signal not drop to 0 until the pipe segment is completely, truly empty. This used to be the behavior pre-2.0 and it was awful, the new fluid system fixed it by rounding up fluids below 1 to 1. Without it there's no way to detect what is in a fluid network even ...
- Wed Jul 01, 2026 12:35 am
- Forum: Technical Help
- Topic: [2.1.9] Sudden page faults in amdgpu driver on linux
- Replies: 0
- Views: 292
[2.1.9] Sudden page faults in amdgpu driver on linux
Yes I know things would normally point to some kind of hardware/driver error, but:
I did a lot of testing on 2.1.7 without crashes, and reverting to 2.0.77 has no crashing, and even 2.1.8 has no crashing, but 2.1.9 crashes quite quickly both at the menu while updating/downloading mods, while ...
I did a lot of testing on 2.1.7 without crashes, and reverting to 2.0.77 has no crashing, and even 2.1.8 has no crashing, but 2.1.9 crashes quite quickly both at the menu while updating/downloading mods, while ...
- Sun Jun 28, 2026 6:29 pm
- Forum: Modding interface requests
- Topic: Entity flag to make demolisher AI ignore a player building
- Replies: 4
- Views: 889
Re: Entity flag to make demolisher AI ignore a player building
I suppose since 2.1 is it I'll make one more pitch for this. It would be really nice to have a way to control demolisher aggression without having significant other gameplay impacts like using the neutral force or making objects completely indestructible.
To enable mods and behaviors like:
A ...
To enable mods and behaviors like:
A ...
- Sat Jun 27, 2026 1:00 am
- Forum: Ideas and Suggestions
- Topic: Radar "orbit" operation mode
- Replies: 7
- Views: 704
Re: Radar "orbit" operation mode
This may already exist? The linked section of FFF-441 actually says:
On a platform you can filter the channels by current location to get missing planet materials or available cargo, and implement whatever logic you might like to control and command your fleet.
Has anyone seen anything that ...
- Thu Jun 25, 2026 2:33 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 273
- Views: 166579
Re: Version 2.1.7
It also feels strange that this allows the input ingredient to be taken out which crafting machines generally don't allow.
Yeah it feels like the system right now behaves as if it's truly necessary for the flow to be bidirectional because it has two ports. But unless my understanding of the new ...
- Wed Jun 24, 2026 10:00 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 273
- Views: 166579
Re: Version 2.1.7
The EM plant has a bidirectional port. The fluid level inside is equalized with the fluid level of the whole segment. That feels completely intuitive to me. If the EM plant could suck from the whole segment then it would be able to run when there is only 0.0001 fluid "inside" of it, which feels ...
- Wed Jun 24, 2026 2:23 am
- Forum: Not a bug
- Topic: [2.1.7] Screen Selector Missing in Wayland Mode
- Replies: 5
- Views: 383
Re: [2.1.7] Screen Selector Missing in Wayland Mode
On KDE it is Meta+Shift+Left/Right Arrow, which works perfectly for me now moving fullscreen Factorio between monitors. You can set a WAYLAND_DISPLAY= environment variable when launching too, though I'm not sure how easy that is to do on linux steam since it's not an argument exactly.
That said I ...
That said I ...
- Wed Jun 24, 2026 1:51 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.7] Fluids in connected storage deleted on recipe change
- Replies: 5
- Views: 1370
Re: [2.1.7] Fluids in connected storage deleted on recipe change
I was just coming to report this. Clearing the recipe on a EM plant flushes the entire pipe extent on both sides for a passthrough.
That is, a EM plant is consuming light oil to make superconductors, with storage tanks on both sides of the through pipe containing light oil. When the recipe clears ...
That is, a EM plant is consuming light oil to make superconductors, with storage tanks on both sides of the through pipe containing light oil. When the recipe clears ...
- Tue Jun 23, 2026 11:50 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 273
- Views: 166579
Re: Version 2.1.7
The "dynamic setup with filtered input-output ports" was the exact bug that needed fixing. Passing lubricant through a water-filtered boiler but not having it show up in the GUI made absolutely zero sense.
You can use a pump to restore the EM plant's ability to "suck" fluids.
The fluid boxes ...
- Mon Nov 03, 2025 6:20 pm
- Forum: Modding interface requests
- Topic: Entity flag to make demolisher AI ignore a player building
- Replies: 4
- Views: 889
Re: Entity flag to make demolisher AI ignore a player building
After seeing some other discussion of demolisher AI I suspected that messing with the force might change the behavior, and your post made me go test and confirm you're right making it neutral does make the segmented AI ignore it.
But, it does break a lot of normal behavior like deconstruction ...
But, it does break a lot of normal behavior like deconstruction ...
- Mon Nov 03, 2025 1:29 pm
- Forum: Modding interface requests
- Topic: Entity flag to make demolisher AI ignore a player building
- Replies: 4
- Views: 889
Entity flag to make demolisher AI ignore a player building
Please consider adding a way to make the demolisher AI ignore a building (so it will not investigate or attack such a player-built structure). It's totally fine if it runs into the object on its own (or is pulled into it by a player) that it destroys it, simply that it doesn't go out of its way to ...