Search found 163 matches
- Thu Jun 25, 2026 6:33 am
- Forum: Technical Help
- Topic: [2.1.7] Game not launching on Linux, no rewrite of log file
- Replies: 24
- Views: 1874
Re: [2.1.7] Game not launching on Linux, no rewrite of log file
Hey all, don't despair, there is a way to run Factorio on older Debian/Ubuntu systems without Proton+Win.
The solution is to run Factorio via Steam Linunx Runtime 4.0, which has correct version of glibc. There is a high chance you got it installed already, if that's the case, all you need to do ...
- Thu Jun 25, 2026 6:10 am
- Forum: Technical Help
- Topic: [2.1.7] Game not launching on Linux, no rewrite of log file
- Replies: 24
- Views: 1874
Re: [2.1.7] Game not launching on Linux, no rewrite of log file
Can Ubuntu 22.04 (which ships 2.35) be redirected to Debian bookworm it based on (has 2.36 in repository)?
In fact, with the exception of headless, we are currently building on Debian 12, and as such linking against glibc 2.36. Headless turned out possible to backport against Debian 11, same as ...
In fact, with the exception of headless, we are currently building on Debian 12, and as such linking against glibc 2.36. Headless turned out possible to backport against Debian 11, same as ...
- Wed Jun 24, 2026 7:51 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 188
- Views: 95512
Re: Version 2.1.7
Yeah this makes me think of why exactly factorio is even interacting with wayland, since wayland can handle factorio just fine without any issues. Like there should be no reason to interact with wayland from a game perspective, since wayland exists purely to make sure random programs such as ...
- Wed Jun 24, 2026 7:30 pm
- Forum: Technical Help
- Topic: [2.1.7] Game not launching on Linux, no rewrite of log file
- Replies: 24
- Views: 1874
Re: [2.1.7] Game not launching on Linux, no rewrite of log file
Aw poo :cry:
Well, thanks for explaining. My distro version still has a year of support and I can't upgrade right now. But the Windows build with Proton Experimental seems to work fine (minus a few workaround-able quirks that I don't think are Factorio's fault), so it's all good for me at least ...
- Wed Jun 24, 2026 7:14 pm
- Forum: Pending
- Topic: [2.1.7] Game does not start in steam on linux
- Replies: 9
- Views: 685
Re: [2.1.7] Game does not start in steam on linux
No mention of this in changelog?raiguard wrote: Tue Jun 23, 2026 2:36 pm Please ensure you are on the latest version of your linux distribution. We upgraded the glibc requirement in 2.1.
- Sat Jun 20, 2026 9:16 am
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 27312
Re: Friday Facts #443 - More Planet Deliveries
I just realized something, what happens if multiple Labs try to control the selected Science?
For example, in the earlygame for a Speedrun or so, you have a cluster of blueprinted Labs, each has one specific Science selected. Will it select a random science of the possible ones available if there ...
- Sat Jun 20, 2026 7:05 am
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 27312
Re: Friday Facts #443 - More Planet Deliveries
If I setup multiple labs with different set of conditions or different input values that sill result in different research selected, what research will be considered current?
Setup example (for the case of same/global set of conditions):
Conditions:
if (military SP > 100) do (bullet_damage ...
- Fri Jun 19, 2026 11:47 am
- Forum: News
- Topic: Friday Facts #443 - More Planet Deliveries
- Replies: 176
- Views: 27312
Re: Friday Facts #443 - More Planet Deliveries
If I setup multiple labs with different set of conditions or different input values that sill result in different research selected, what research will be considered current?
Setup example (for the case of same/global set of conditions):
Conditions:
if (military SP > 100) do (bullet_damage ...
Setup example (for the case of same/global set of conditions):
Conditions:
if (military SP > 100) do (bullet_damage ...
- Sat Jan 03, 2026 10:41 am
- Forum: Questions, reviews and ratings
- Topic: [base 2.0.72 + SE 0.7.39 + K2 2.0.14] Script error during surface generation.
- Replies: 0
- Views: 438
[base 2.0.72 + SE 0.7.39 + K2 2.0.14] Script error during surface generation.
Happens when I try to view some planets for the 1st time.
305.604 Error MainLoop.cpp:1468: Exception at tick 13245364: Мод Исследование космоса (0.7.39) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.
Error while running event space-exploration::on_gui_click (ID 1 ...
305.604 Error MainLoop.cpp:1468: Exception at tick 13245364: Мод Исследование космоса (0.7.39) вызвал неустранимую ошибку.
Пожалуйста, сообщите об этой ошибке автору мода.
Error while running event space-exploration::on_gui_click (ID 1 ...
- Tue Sep 23, 2025 4:28 pm
- Forum: Releases
- Topic: Version 2.0.68
- Replies: 7
- Views: 13039
Re: Version 2.0.68
IMHO, such settings should stay (at least as hidden) for debugging purpouses.
- Thu Jul 31, 2025 5:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.61] Belt building broken with smart belt building disabled.
- Replies: 4
- Views: 1960
[2.0.61] Belt building broken with smart belt building disabled.
With new behaviour introduced in 2.0.61, specifically:
When dragging belts, going forward and back will remove the extra belts built.
Belt building is now broken when smart building is disabled.
For example:
1) drag the line forward
Screenshot from 2025-07-31 20-01-42.png
2) move to ...
When dragging belts, going forward and back will remove the extra belts built.
Belt building is now broken when smart building is disabled.
For example:
1) drag the line forward
Screenshot from 2025-07-31 20-01-42.png
2) move to ...
- Thu Jul 31, 2025 5:32 am
- Forum: Releases
- Topic: Version 2.0.61
- Replies: 11
- Views: 29859
Re: Version 2.0.61
I don't care if it's present during smart belt building. How to turn it off otherwise?FactorioBot wrote: Wed Jul 30, 2025 4:50 pm
- When dragging belts, going forward and back will remove the extra belts built.
- Tue Apr 29, 2025 6:35 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 246
- Views: 150023
Re: Version 2.0.45
Conversely, what I know of coding may surpass what you know of it. That which would be pointless for you is not, necessarily, for me.
That may very well be the case, but to me it doesn't make your previous speculations more relevant, the argument " i know more code therefore maybe i'm not ...
- Wed Apr 23, 2025 8:28 pm
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 246
- Views: 150023
Re: Version 2.0.45
Lastly, thank you for making the mods. I won't be one of the users, yet I'm sure there will be a fair number of users. Like every other mod, they increase player choice and enhance the game for that choice. 100% appreciated.
With one caveat: any mod from portal switches achivements into modded ...
- Sun Apr 20, 2025 5:52 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 246
- Views: 150023
Re: Version 2.0.45
Why have mod checks if any mods outside official ones switch achievements into modded state?
- Sat Apr 19, 2025 6:45 am
- Forum: Releases
- Topic: Version 2.0.45
- Replies: 246
- Views: 150023
Re: Version 2.0.45
2nd contvertial change since 2.0 release.
1st one (removed toggle to disable smart dragging) was reverted 2 weeks and 8 versions later.
Looks like I will not be buying SA in the near future. I don't like how some things started to progress with this game in 2.0...
1st one (removed toggle to disable smart dragging) was reverted 2 weeks and 8 versions later.
Looks like I will not be buying SA in the near future. I don't like how some things started to progress with this game in 2.0...
- Fri Nov 22, 2024 7:00 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 109
- Views: 80385
Re: Friday Facts #438 - Space Age wrap up
Including another attempt to force enable smart belts for everyone? >_>We don't know exactly what it will be, but some of the more risky changes related to mod interface, quality of life, graphical tweaks... basically changes too big for putting into 2.0 stable.
- Tue Nov 05, 2024 6:20 pm
- Forum: Releases
- Topic: Version 2.0.15
- Replies: 17
- Views: 23326
Re: Version 2.0.15
Is option to disable smart belt placing back?
UPD: Looks like it ^_^
UPD: Looks like it ^_^
- Mon Nov 04, 2024 1:18 pm
- Forum: Implemented Suggestions
- Topic: Smart Belt Dragging Setting
- Replies: 74
- Views: 23652
Re: Smart Belt Dragging Setting
Yes please!
Please let us spam belts again!
I was trying to set up my belt bus and could not drag belts sideways. It's very anoying!
Why did the option get removed?
Never used in 2,4k hours of play and never missed it!
And not even mentioned in the Release note!!!
So, I've tried to ...
- Wed Oct 30, 2024 9:10 pm
- Forum: Releases
- Topic: Version 2.0.12
- Replies: 21
- Views: 21936
Re: Version 2.0.12
Is smart belt placement toggle back?
Ya this is killing the game for me, I need it back:(
We sometimes remove obsolete options for the sake of the sake of simplicity.
With smart belt building, it was first off by default, then we changed it to be on by default, as we started to be ...