Search found 286 matches

by Usul
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.
by Usul
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. ;)
by Usul
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.

2026-08-16_01-12-05.png
2026-08-16_01-12-05.png (102.79 KiB) Viewed 159 times
by Usul
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"

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?
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. 8-)
by Usul
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.
by Usul
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?
by Usul
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

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.
Awesome! I had considered suggesting that when reporting, but I hesitated as my post was not for "Ideas and Suggestions" subforum.
by Usul
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.
by Usul
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

Loewchen wrote: Sat Jul 11, 2026 10:11 am What version of the game is this?
Sorry Loewchen, forgot to specify, now added to post title.
by Usul
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".

07-11-2026, 12-14-02.png
07-11-2026, 12-14-02.png (16.38 KiB) Viewed 359 times
by Usul
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.


07-11-2026, 12-06-36.png
07-11-2026, 12-06-36.png (320.9 KiB) Viewed 291 times
by Usul
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!
by Usul
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 ...
by Usul
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! 8-)
by Usul
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.
by Usul
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
by Usul
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 ...
by Usul
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 ...
by Usul
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 ...

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