Search found 796 matches
- Tue Jun 23, 2026 9:30 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 136
- Views: 41673
Re: Version 2.1.7
Attaching an entity with an filtered input-output port to a pipeline will lock the whole pipeline to that filter.
I hate this change. In my opinion, it caused too much collateral damage just to fix a minor issue.
One collateral damage it caused is that it's no longer possible to use dynamic ...
- Tue Jun 23, 2026 9:22 pm
- Forum: Technical Help
- Topic: [2.1.7] Game not launching on Linux, no rewrite of log file
- Replies: 17
- Views: 866
Re: [2.1.7] Game not launching on Linux, no rewrite of log file
The real solution is to switch to llvm libc and make the game a fully static binary. Then it will only have a minimum required kernel version.
- Tue Jun 23, 2026 7:10 pm
- Forum: Technical Help
- Topic: [2.1.7] Cannot login using in-game GUI
- Replies: 3
- Views: 134
Re: [2.1.7] Cannot login using in-game GUI
Fascinating edge case! If you don't want to create a password, then yeah, the only way will be continuing to enter your token in the player-data.json file. The standalone version of the game is entirely divorced from steam so it can't sign in with steam oauth.
Moving to technical help.
Moving to technical help.
- Tue Jun 23, 2026 7:09 pm
- Forum: Technical Help
- Topic: [2.1.7] Game not launching on Linux, no rewrite of log file
- Replies: 17
- Views: 866
Re: [2.1.7] Game not launching on Linux, no rewrite of log file
Aha, that is subtle!Sanqui wrote: Tue Jun 23, 2026 6:40 pm The trick is: the build servers run Debian 13, but compilation is done inside a Debian 12 Podman container![]()
- Tue Jun 23, 2026 6:31 pm
- Forum: Technical Help
- Topic: [2.1.7] Game not launching on Linux, no rewrite of log file
- Replies: 17
- Views: 866
Re: [2.1.7] Game not launching on Linux, no rewrite of log file
Ah, I swore we were on Debian 13, my bad. But now I remember our conversation where we explicitly talked about Debian 12 being the one we support.
- Tue Jun 23, 2026 5:26 pm
- Forum: Resolved for the next release
- Topic: [2.1.7] Crash of headless with bundled example config (missing JSON keys)
- Replies: 2
- Views: 190
Re: [2.1.7] Crash of headless with bundled example config (missing JSON keys)
This appears to be an issue with this third-party docker container. I downloaded a fresh headless zip, copied the example configuration, and it spun up a server just fine.
- Tue Jun 23, 2026 5:19 pm
- Forum: Technical Help
- Topic: [2.1.7] Cannot login using in-game GUI
- Replies: 3
- Views: 134
Re: [2.1.7] Cannot login using in-game GUI
You say you're logging in with username + token. The in-game GUI needs your account password, not your internal token. Please make sure you're using your password.
- Tue Jun 23, 2026 5:16 pm
- Forum: Not a bug
- Topic: [2.1.7] New "Toggle blueprint snap to grid" hotkey doesn't respect absolute grid settings
- Replies: 1
- Views: 124
Re: [2.1.7] New "Toggle blueprint snap to grid" hotkey doesn't respect absolute grid settings
Thanks for the report, but this is not a bug. Blueprints store the snap-to-grid "enabled" status as "whether or not the grid is set to 0x0". When you disable the grid, it's setting the grid size to zero. So this is "working as intended" even if it's not completely obvious.
I will look into ...
I will look into ...
- Tue Jun 23, 2026 5:08 pm
- Forum: Technical Help
- Topic: Graphical Issues on Wayland (Linux)
- Replies: 13
- Views: 730
Re: Graphical Issues on Wayland (Linux)
I am able to run Factorio 2.1 on Steam and Wayland just fine. I spent an hour trying to spin up an Omarchy VM to test Omarchy but ran into many issues. I may look into it again later, but for now I'm going to say, "unsupported distro".
I also don't own an nvidia card to test with.
I also don't own an nvidia card to test with.
- Tue Jun 23, 2026 4:00 pm
- Forum: Minor issues
- Topic: [2.1.7] Cant go Windowed Borderless on Windows
- Replies: 3
- Views: 152
Re: [2.1.7] Cant go Windowed Borderless on Windows
This is undoubtedly related to SDL3. I would reach out to the SDL3 devs because we aren't doing anything specially different with our windowing. Maybe see if an SDL3 sample application has the same issue.
- Tue Jun 23, 2026 2:46 pm
- Forum: Technical Help
- Topic: Graphical Issues on Wayland (Linux)
- Replies: 13
- Views: 730
Re: Graphical Issues on Wayland (Linux)
The preferred video driver is a "hint" to SDL to select a certain one, but it will still fall back to the old one if it can't use the preferred one for whatever reason.
Please launch the game with SDL_VIDEO_DRIVER=wayland and see what happens - if it can't initialize on Wayland it should now crash ...
Please launch the game with SDL_VIDEO_DRIVER=wayland and see what happens - if it can't initialize on Wayland it should now crash ...
- Tue Jun 23, 2026 2:43 pm
- Forum: Technical Help
- Topic: [2.1.7] Game not launching on Linux, no rewrite of log file
- Replies: 17
- Views: 866
Re: [2.1.7] Game not launching on Linux, no rewrite of log file
Our builds are now based on Debian 13, which uses glibc 2.41. We need Debian 13 for various reasons related to platform integration.
Side note: the headless version is built on Debian 11 instead and should run in many more cases.
Side note: the headless version is built on Debian 11 instead and should run in many more cases.
- Tue Jun 23, 2026 2:36 pm
- Forum: Pending
- Topic: [2.1.7] Game does not start in steam on linux
- Replies: 4
- Views: 417
Re: [2.1.7] Game does not start in steam on linux
Please ensure you are on the latest version of your linux distribution. We upgraded the glibc requirement in 2.1.
- Fri Jun 12, 2026 1:16 pm
- Forum: News
- Topic: Friday Facts #442 - Flip, Flow, and Fresh Paint
- Replies: 377
- Views: 41808
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Could you tell me if this plant would work with the new pipes?
Note the output from the oil refineries. And the fact that the refineries below have a variable recipe depending on gas reserves.
What's your take on this? Is it possible or is it a misuse of a glitch?
06-12-2026, 16-02-09.png ...
- Fri Jun 12, 2026 11:34 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] Fluid transfer rates are capped even on directly connected entities (MR)
- Replies: 12
- Views: 11061
Re: [raiguard] Fluid transfer rates are capped even on directly connected entities (MR)
Thanks for the report. This has been fixed for version 2.1.0.
- Mon Apr 20, 2026 5:44 pm
- Forum: Not a bug
- Topic: [2.0.76] Plasma throughput from reactor to generator has limit
- Replies: 3
- Views: 901
Re: [2.0.76] Plasma throughput from reactor to generator has limit
Directional connections do not have unlimited throughput; they are limited by the source and destination fullness ratios as well as the free space in the destination (and the amount in the source). A fusion generator can only transfer five per tick at max because it can only hold 10 fluid and ...
- Thu Apr 16, 2026 8:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.73] Crash "!this->segmentIntermediateFluid was not true"
- Replies: 2
- Views: 664
Re: [raiguard][2.0.73] Crash "!this->segmentIntermediateFluid was not true"
Thanks for the report, this has been fixed for 2.1.
- Mon Mar 23, 2026 3:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.7] Importing large strings is broken on Linux
- Replies: 20
- Views: 8785
Re: [raiguard][2.0.7] Importing large strings is broken on Linux
I just switched to Linux last week and was having this problem but I managed to find a workaround.
1. Copy whatever blueprint string you want
2. Paste into your preferred text editor (I had to use VS Code in this case, KWrite literally crashed, lol)
3. Save the file as some text file
4. Drag and ...
- Wed Mar 18, 2026 9:28 pm
- Forum: Not a bug
- Topic: [2.0.73] max_pipeline_extent not respected for input or output machine fluid_boxes
- Replies: 2
- Views: 523
Re: [2.0.73] max_pipeline_extent not respected for input or output machine fluid_boxes
Thanks for the report, but this is working as intended. A "pipeline" is a set of fluid boxes that are joined into one buffer, i.e. pipes, pipe-to-grounds, and storage tanks (and, as you mentioned, EM plants). Directional connections split pipelines, and if an entity has exclusively directional ...
- Wed Jan 28, 2026 8:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [raiguard][2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity
- Replies: 2
- Views: 671
Re: [raiguard][2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity
Thanks for the report. The fluid voiding has been fixed for version 2.1.0.