TL;DR
Have a minimum size for the player dot on the minimap so it doesn't disappear.
What?
It would be nice if the player dot was always visible on the minimap, even when zoomed out.
Why?
When you zoom out past a certain point on the minimap, the player dot disappears. Obviously you're still ...
Search found 15 matches
- Sun Aug 16, 2026 9:56 pm
- Forum: Ideas and Suggestions
- Topic: Have a minimum size for the player dot on the minimap so it doesn't disappear
- Replies: 0
- Views: 153
- Sun Aug 16, 2026 9:50 pm
- Forum: Not a bug
- Topic: [Klonan] [2.1.14] Expansion limited/non-existant, potentially due to artillery range
- Replies: 2
- Views: 343
Re: [Klonan] [2.1.14] Expansion limited/non-existant, potentially due to artillery range
Fair enough, performance is obviously a concern. I fixed it for myself by console commanding my artillery range upgrades back down to 10 and then exploring a bit.
- Sun Aug 16, 2026 4:16 am
- Forum: Not a bug
- Topic: [Klonan] [2.1.14] Expansion limited/non-existant, potentially due to artillery range
- Replies: 2
- Views: 343
[Klonan] [2.1.14] Expansion limited/non-existant, potentially due to artillery range
What did you do?
Upgraded artillery range to 20 (potentially).
What happened?
Expansion candidate chunks disappeared on Gleba, limited to half the map on Nauvis. Even after exploring a bit with a spidertron on Gleba, as soon as artillery takes out the new nests, the candidate chunk indicators ...
Upgraded artillery range to 20 (potentially).
What happened?
Expansion candidate chunks disappeared on Gleba, limited to half the map on Nauvis. Even after exploring a bit with a spidertron on Gleba, as soon as artillery takes out the new nests, the candidate chunk indicators ...
- Fri Aug 07, 2026 6:57 pm
- Forum: Ideas and Suggestions
- Topic: Radars with new output signal: Expansion base built nearby
- Replies: 3
- Views: 368
Re: Radars with new output signal: Expansion base built nearby
Was just thinking about this but I'm not totally sure how it should work. Is it going to report all nests in the radar area or just new ones? If new ones, how long are they "new" for?
It feels like just the total number of nests is the cleanest/most intuitive implementation, and then you could tie ...
It feels like just the total number of nests is the cleanest/most intuitive implementation, and then you could tie ...
- Fri Aug 07, 2026 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.14] Upgrading lamp common -> legendary loses picked color
- Replies: 2
- Views: 881
Re: [2.1.14] Upgrading lamp common -> legendary loses picked color
Just over 8 hours from report to fix, you guys are the best!
- Fri Aug 07, 2026 6:48 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
- Replies: 11
- Views: 1102
Re: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
Wouldn't it be simpler and probably better to have inserters pick-up from both sides interchangeably? If second side is empty, it will skip it, but only until there is something on the other side. This way inserter may pickup from both sides, while having the priority for the last unused side.
UI ...
- Fri Aug 07, 2026 6:37 pm
- Forum: Ideas and Suggestions
- Topic: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
- Replies: 11
- Views: 1102
Re: [2.1] Add visual indicator to inserters which input lane has priority or if inserter has been flipped
+1, was just searching before posting this myself. I like the idea of a dot, or maybe biasing the bar to one side, or something other than an arrow basically. I was gonna say that people could get confused since output arrow means things only go out on that side while input arrow is just a preference.
- Fri Aug 07, 2026 6:33 pm
- Forum: Duplicates
- Topic: [2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)
- Replies: 4
- Views: 476
Re: [2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)
Good catch. Seems like they're looking at it.
- Fri Aug 07, 2026 6:20 am
- Forum: Duplicates
- Topic: [2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)
- Replies: 4
- Views: 476
Re: [2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)
You're absolutely right, and what a beautiful fix (realized they weren't legendary yet so I needed even more buffer):
fluid fix.png
It's definitely not logical, but given the explanation of why it happens, I'm not sure it's likely to be fixed. It's just a consequence of the current fluid ...
fluid fix.png
It's definitely not logical, but given the explanation of why it happens, I'm not sure it's likely to be fixed. It's just a consequence of the current fluid ...
- Fri Aug 07, 2026 2:53 am
- Forum: Duplicates
- Topic: [2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)
- Replies: 4
- Views: 476
[2.1.14] Liquid throughput issue (acid neutralisation into steam condensation)
So forgive me if I'm just wrong about this, but I thought the recent changes to fluids were supposed to mean this shouldn't happen.
What did you do?
Put 40k steam/sec into two chemical plants with consumption of 21k steam/sec each (one output of neutralisation plant into one input of each ...
What did you do?
Put 40k steam/sec into two chemical plants with consumption of 21k steam/sec each (one output of neutralisation plant into one input of each ...
- Fri Aug 07, 2026 2:14 am
- Forum: Resolved Problems and Bugs
- Topic: [2.1.14] Upgrading lamp common -> legendary loses picked color
- Replies: 2
- Views: 881
[2.1.14] Upgrading lamp common -> legendary loses picked color
What did you do?
Used an upgrade planner to upgrade lamps from common to legendary.
What happened?
The lamps lost their color information picked with the color picker (dropper icon). Circuit conditions and such were maintained. Undo does not recover the colors.
What did you expect to happen ...
Used an upgrade planner to upgrade lamps from common to legendary.
What happened?
The lamps lost their color information picked with the color picker (dropper icon). Circuit conditions and such were maintained. Undo does not recover the colors.
What did you expect to happen ...
- Fri Aug 07, 2026 2:00 am
- Forum: Ideas and Suggestions
- Topic: Minor Suggestion: Tweak explosive rockets/turrets damage for big asteroids slightly
- Replies: 0
- Views: 807
Minor Suggestion: Tweak explosive rockets/turrets damage for big asteroids slightly
TL;DR
Tweak explosive rocket damage or rocket turret damage slightly so they one-shot big asteroids at explosives research level 30.
What?
I think the TL;DR basically covers it.
Why?
I admit this is not that big a deal, but when making my 1 million eSPM base I figured I'd use it to research ...
Tweak explosive rocket damage or rocket turret damage slightly so they one-shot big asteroids at explosives research level 30.
What?
I think the TL;DR basically covers it.
Why?
I admit this is not that big a deal, but when making my 1 million eSPM base I figured I'd use it to research ...
- Thu Apr 27, 2017 8:21 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 632799
Re: [MOD 0.15.1+] Creative Mode 0.3.1 - Updated for 0.15!
Thanks for the quick updates. I did notice that matter sources don't seem to compress belts if you put them directly into an underground. Easy to workaround by just using one regular belt first.
- Thu Mar 09, 2017 6:31 pm
- Forum: Technical Help
- Topic: Any way to force resolution?
- Replies: 2
- Views: 2479
Re: Any way to force resolution?
Thanks for the response and the welcome. Seems I can't access that since I have a custom manufacturer driver version. I'm just playing on a different machine for now.
- Wed Mar 08, 2017 6:04 pm
- Forum: Technical Help
- Topic: Any way to force resolution?
- Replies: 2
- Views: 2479
Any way to force resolution?
I'm having some issues playing the game on a slow laptop. I get from 20 to 40 fps/ups depending on graphics settings, full screen being a bit better than windowed. But if I leave factorio as a small window (1280x786) I get 60/60 no problem. Unfortunately that's very small on the screen. Is there any ...