Search found 286 matches
- Sun Aug 30, 2026 10:50 am
- Forum: Ideas and Suggestions
- Topic: Changing modules should update machine's Last User
- Replies: 0
- Views: 148
Changing modules should update machine's Last User
I believe inserting/removing/changing or in any way manipulating modules in a machine should update "Last user" of the entity, as this would aid traceability in multiplayer.
- Tue Aug 25, 2026 7:12 am
- Forum: Mods
- Topic: [MOD 1.1] Story Missions - [Scenario Pack]
- Replies: 8
- Views: 15276
Re: [MOD 1.1] Story Missions - [Scenario Pack]
Update for Factorio 2.1 when. 
- Sun Aug 16, 2026 12:32 pm
- Forum: Ideas and Suggestions
- Topic: Use "≥" instead of "greater than or equal" in entity tooltip
- Replies: 0
- Views: 159
Use "≥" instead of "greater than or equal" in entity tooltip
I suggest using the symbol "≥" instead of the text "greater than or equal" in entity tooltip, to save width, in order to avoid the line break appearing.
- Sun Aug 09, 2026 12:46 am
- Forum: Ideas and Suggestions
- Topic: Add desctiption for new "Landing pad unloading bay"
- Replies: 3
- Views: 923
Re: Add desctiption for new "Landing pad unloading bay"
No, unfortunately I don't, as I am still not too familar with the new building and it's exact purpose yet (except from it's announcement in the FFF). Hence, i'd be glad there were a desription.Bilka wrote: Sat Aug 08, 2026 7:47 pm Do you have a suggestion for what should be in it or how it should be worded?
- Sat Aug 08, 2026 7:44 pm
- Forum: Ideas and Suggestions
- Topic: Add desctiption for new "Landing pad unloading bay"
- Replies: 3
- Views: 923
Add desctiption for new "Landing pad unloading bay"
... for tooltip and factoriopedia.
- Wed Aug 05, 2026 4:48 pm
- Forum: Releases
- Topic: Version 2.1.13
- Replies: 41
- Views: 14688
Re: Version 2.1.13
What is an expansion base? Biter nest?
- Wed Aug 05, 2026 4:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.12] Radar missing open/close SFX
- Replies: 3
- Views: 455
Re: [2.1.12] Radar missing open/close SFX
Awesome! I had considered suggesting that when reporting, but I hesitated as my post was not for "Ideas and Suggestions" subforum.Donion wrote: Fri Jul 31, 2026 11:06 amAlso, we decided to add a default open/close GUI sound for entities that don't have them defined.
- Tue Jul 28, 2026 8:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.12] Radar missing open/close SFX
- Replies: 3
- Views: 455
[2.1.12] Radar missing open/close SFX
Radar is missing open/close GUI SFX, but all (?) other entities have one.
- Sat Jul 11, 2026 10:16 am
- Forum: Duplicates
- Topic: [2.1.9] UI element not strechting to full width
- Replies: 3
- Views: 291
Re: UI element not strechting to full width
Sorry Loewchen, forgot to specify, now added to post title.
- Sat Jul 11, 2026 10:14 am
- Forum: Not a bug
- Topic: Inconsistency from use of digit grouping
- Replies: 3
- Views: 359
Inconsistency from use of digit grouping
The stat "Products finished" uses digit grouping with spaces, though no other numerical stat anywhere in the game uses digit grouping. For the sake of Factorio's famous consistency, digit grouping should be removed from "Products finished".
- Sat Jul 11, 2026 10:07 am
- Forum: Duplicates
- Topic: [2.1.9] UI element not strechting to full width
- Replies: 3
- Views: 291
[2.1.9] UI element not strechting to full width
Noticed this in circuit connection panel of Storage Tank. I have seen this artifact in other entities in the past, they were fixed, so perhaps a general fix would be needed.
- Sat Jul 11, 2026 9:54 am
- Forum: Ideas and Suggestions
- Topic: Distinct SFX for open/close map and open/close inventory
- Replies: 0
- Views: 143
Distinct SFX for open/close map and open/close inventory
Hi!
You added identical sound effects for open/close map and open/close inventory. Please make these distinct for better feedback.
Thank you!
You added identical sound effects for open/close map and open/close inventory. Please make these distinct for better feedback.
Thank you!
- Tue Jun 30, 2026 3:45 pm
- Forum: Assigned
- Topic: [Klonan] [2.1.9] Entity preview not stretching to full width in entity UI
- Replies: 0
- Views: 217
[Klonan] [2.1.9] Entity preview not stretching to full width in entity UI
When the game is set to a non-default language, there are some entity UIs, in which the entity preview area does not properly stretch to full width of the surrounding UI. Examples I found are Inserter and Selector combinator. There might be more entitity UIs that have this issue.
Inserter:
06 ...
Inserter:
06 ...
- Tue Jun 30, 2026 2:12 pm
- Forum: Implemented Suggestions
- Topic: Change color of lamp back to pure white
- Replies: 31
- Views: 7768
Re: Change color of lamp back to pure white
I can confirm that in 2.1 the default color of lamps was finally changed back to pure white (RGB 255/255/255). I am so happy about this! 
- Sun Jun 28, 2026 11:56 am
- Forum: Ideas and Suggestions
- Topic: Please bring back "Pipeline Visualizer on mouse-over" to 2.1
- Replies: 9
- Views: 933
Re: Please bring back "Pipeline Visualizer on mouse-over" to 2.1
Please bring back the simple on-hover visualization of pipe network. It was one of the most useful features to me. The new alternatives are clunky and less useful.
- Fri Jun 19, 2026 11:31 am
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 39496
Re: Friday Facts #443 - More Planet Deliveries
Ingame cloud animation are very mismatching to depiction of clouds on the background planets.
viewtopic.php?p=694532
viewtopic.php?p=694532
- Fri Jun 19, 2026 11:26 am
- Forum: Ideas and Suggestions
- Topic: Cloud shadows should be different be different between planets
- Replies: 2
- Views: 2020
Re: Cloud shadows should be different be different between planets
Gains renewed relevancy now that planets are shown in background with a depiction of their cloud cover that is clearly mismatching the ingame cloud shadows, that have been made very patchy and dark a couple years ago.
https://factorio.com/blog/post/fff-443
Please at least restore the old very ...
https://factorio.com/blog/post/fff-443
Please at least restore the old very ...
- Mon Feb 16, 2026 7:09 pm
- Forum: Implemented Suggestions
- Topic: Change color of lamp back to pure white
- Replies: 31
- Views: 7768
Re: Change color of lamp back to pure white
Lighting up the surroundings means increasing visibility of entities and terrain (making them less dark) and *preserving* their original colors, i.e. the colors that the designer chose in the first place. Only pure-white light achieves this. Any other color will alter the colors of the surroundings ...
- Sun Jan 25, 2026 10:14 am
- Forum: Ideas and Suggestions
- Topic: Cloud shadows should be different be different between planets
- Replies: 2
- Views: 2020
- Thu Oct 23, 2025 6:18 am
- Forum: Releases
- Topic: Version 2.0.72
- Replies: 28
- Views: 31699
Re: Version 2.0.72
Changes
When using "Entity tooltip delay", the timer is also reset when moving the camera or the character. Fixes blinking entity tooltip when moving.
Finally, thank you!!
I had reported this issue five years ago and Kovarex supposedly had fixed it, but it hadn't actually been fixed in ...