Sorry Loewchen, forgot to specify, now added to post title.
Search found 278 matches
- Sat Jul 11, 2026 10:16 am
- Forum: Duplicates
- Topic: [2.1.9] UI element not strechting to full width
- Replies: 3
- Views: 227
Re: UI element not strechting to full width
- Sat Jul 11, 2026 10:14 am
- Forum: Not a bug
- Topic: Inconsistency from use of digit grouping
- Replies: 3
- Views: 269
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: 227
[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: 105
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: 156
[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: 6881
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: 724
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: 33254
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: 1878
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: 6881
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: 1878
- Thu Oct 23, 2025 6:18 am
- Forum: Releases
- Topic: Version 2.0.72
- Replies: 28
- Views: 30108
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 ...
- Tue Aug 05, 2025 4:07 pm
- Forum: Releases
- Topic: Version 2.0.61
- Replies: 11
- Views: 30554
Re: Version 2.0.61
Thank you and sorry!!
- Tue Aug 05, 2025 8:22 am
- Forum: Releases
- Topic: Version 2.0.61
- Replies: 11
- Views: 30554
Re: Version 2.0.61
Thanks, but I still cannot get both features to work. No belts get deconstructed in both cases.
* Cursor simply "glides" backwards along the placed belts with no effect. Where I am dragging is always equal to "current cursor position".
* Creates a T-shaped belt that starts side-loading. The L ...
* Cursor simply "glides" backwards along the placed belts with no effect. Where I am dragging is always equal to "current cursor position".
* Creates a T-shaped belt that starts side-loading. The L ...
- Mon Aug 04, 2025 2:27 pm
- Forum: Releases
- Topic: Version 2.0.61
- Replies: 11
- Views: 30554
Re: Version 2.0.61
Changes
When dragging belts, going forward and back will remove the extra belts built.
When using smart belt building to make a turn, the player can decide to change the direction after the turn by dragging in the opposite direction.
Please explain how to use these new features, I do ...
- Thu Jul 24, 2025 6:39 am
- Forum: Implemented Suggestions
- Topic: Change color of lamp back to pure white
- Replies: 31
- Views: 6881
Re: Change color of lamp back to pure white
simplest solution to this problem is adding some sort of global way to change the lamp colors.
Nah, I believe the simplest solution would be for Wube to simply change an integer value of 191 to 255, at the single location in the game's code where the lamp's default color origiantes from. It can't ...
Nah, I believe the simplest solution would be for Wube to simply change an integer value of 191 to 255, at the single location in the game's code where the lamp's default color origiantes from. It can't ...
- Tue Jul 22, 2025 7:36 pm
- Forum: Implemented Suggestions
- Topic: Change color of lamp back to pure white
- Replies: 31
- Views: 6881
Re: Change color of lamp back to pure white
There are a few more new mods to avoid the beige color:
In 2.0.33 a bug got fixed that resulted in newly placed lamps being a weird yellow instead of white.
https://mods.factorio.com/mod/lamps-are-white-by-default
https://mods.factorio.com/mod/lamp-override
I still wish a "fix for the fix ...
In 2.0.33 a bug got fixed that resulted in newly placed lamps being a weird yellow instead of white.
https://mods.factorio.com/mod/lamps-are-white-by-default
https://mods.factorio.com/mod/lamp-override
I still wish a "fix for the fix ...
- Wed Jul 09, 2025 10:56 am
- Forum: Releases
- Topic: Version 2.0.59
- Replies: 8
- Views: 10875
Re: Version 2.0.59
I'm curious to know why the SA music, that was recorded in a professional modern sound studio just a couple years ago required remastering, like with classic music albums/records from decades ago?
- Wed Jun 25, 2025 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Add an option to reduce rocket silo launching sound
- Replies: 7
- Views: 2725
Re: Add an option to reduce rocket silo launching sound
Please just permanently reduce the volume of the rocket launch by 50%. It's just too annoying in Space Age.
- Mon Jun 09, 2025 8:21 am
- Forum: Assigned
- Topic: [Klonan] [2.0.55] Wasted space in Inserter UI in german language
- Replies: 1
- Views: 1120
[Klonan] [2.0.55] Wasted space in Inserter UI in german language
Hello!
There is wasted space in the inserter UI when game is set to german language.
I speculate that the root cause is the same as with https://forums.factorio.com/viewtopic.php?t=127386 that was fixed by Klonan. Presumably the lengthy localized string "Greifarmkapazität begrenzen" adjacent to ...
There is wasted space in the inserter UI when game is set to german language.
I speculate that the root cause is the same as with https://forums.factorio.com/viewtopic.php?t=127386 that was fixed by Klonan. Presumably the lengthy localized string "Greifarmkapazität begrenzen" adjacent to ...