Search found 1290 matches

by valneq
Mon Sep 21, 2026 7:03 pm
Forum: Not a bug
Topic: [2.0.6 + Space Age] Fish breeding and Health technologies science pack requirements
Replies: 2
Views: 3414

Re: [2.0.6 + Space Age] Fish breeding and Health technologies science pack requirements

Even if this was marked as not a bug, this has been fixed for 2.1
by valneq
Thu Sep 17, 2026 6:23 pm
Forum: Translations
Topic: German localization discussion
Replies: 242
Views: 208381

Re: German localization discussion

Das klingt ja fast so als ob das Wiki gar nicht die aktuellsten deutschen Übersetzungen aus dem Spiel nimmt :-/
by valneq
Tue Jun 30, 2026 8:36 am
Forum: Not a bug
Topic: [2.1.8] no ingame hint about radar circuit network features
Replies: 2
Views: 419

Re: [2.1.8] no ingame hint about radar circuit network features

Sorry, but this is the description of a feature request. This is not a bug report.
by valneq
Sat Jun 27, 2026 8:42 am
Forum: Duplicates
Topic: [2.1.8] Tips & Tricks simulations zoom level depends on monitor resolution (Linux)
Replies: 2
Views: 275

Re: [2.1.8] Tips & Tricks simulations zoom level depends on monitor resolution (Linux)

Yeah just found that one and wanted to add a reference to it. Thanks anyways for fixing before I even report :D
by valneq
Sat Jun 27, 2026 8:30 am
Forum: Duplicates
Topic: [2.1.8] Tips & Tricks simulations zoom level depends on monitor resolution (Linux)
Replies: 2
Views: 275

[2.1.8] Tips & Tricks simulations zoom level depends on monitor resolution (Linux)

I noticed that on my system, the zoom level of the tips&tricks simulations seem to be depending on monitor resolution.
Splitter is just an example.


At 3840p I see the dirty details of the full simulation, which seem very wrong. Especially the loaders should not be visible to players.
Monitor at ...
by valneq
Fri Jun 26, 2026 7:39 pm
Forum: Translations
Topic: [2.1.7] missing localisations (german)
Replies: 4
Views: 1495

Re: [2.1.7] missing localisations (german)

This is an issue of the release process. We translators don't get access to the new (originally English) locale strings before they are pushed to the experimental branch. Then we can translate it. Which most often happens within hours. But then the players need to wait for days until the *next ...
by valneq
Thu Feb 19, 2026 9:48 pm
Forum: Reika's Mods
Topic: Bioluminescence - Because lamps need not be the only things to glow in the dark
Replies: 20
Views: 18678

Re: Bioluminescence - Because lamps need not be the only things to glow in the dark

Any chance it will lose its mandatory dependence on Space Age? I'd love to use it with Angel+Bob in 2.0. Especially Angel's mods do not mesh well with Space age.
by valneq
Sat Dec 06, 2025 10:17 pm
Forum: Translations
Topic: [2.0.72] Unkown control sequence: "logistic-netwerken" (with NL language)
Replies: 2
Views: 1861

Re: [2.0.72] Unkown control sequence: "logistic-netwerken" (with NL language)

Thanks for the report, this is fixed for the next release.
by valneq
Wed Dec 03, 2025 6:50 pm
Forum: Translations
Topic: Czech language error
Replies: 6
Views: 2420

Re: Czech language error

FYI: This was now fixed in Crowdin and will be released with the next Factorio patch. So in the future this text will be:
Extrahováno pomocí
by valneq
Wed Dec 03, 2025 3:38 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.72] Vulcanus Briefing incorrectly lists Nauvis Rocks as source for iron / copper ore
Replies: 1
Views: 1226

[2.0.72] Vulcanus Briefing incorrectly lists Nauvis Rocks as source for iron / copper ore

Super minor inconsistency: the Vulcanus briefing says that iron and copper ore can only be found in "big rock" but when hovering this big rock, you see the tooltip for the "Big rock" from Nauvis, with a yield of only Stone. I believe this should show the entry for the "Big volcanic rock" from ...
by valneq
Thu Nov 27, 2025 9:38 am
Forum: Releases
Topic: Version 2.0.72
Replies: 28
Views: 32771

Re: Version 2.0.72


Hi, it has been more than 1 month since the latest release. Is everything all right? When should we expect another patch?


Often times, there used to be new versions when there was "enough" bugs fixed for the next release. The current list of bugfixes for the next release is here:
https://forums ...
by valneq
Tue Nov 18, 2025 11:51 am
Forum: Duplicates
Topic: [2.0.72] unaligned "going to space" screen on mac
Replies: 3
Views: 1062

Re: [2.0.72] unaligned "going to space" screen on mac

I have been seeing some visual oddities that I was able to trace back to high UI scale (200%) on my 4K monitor. This to me looks like it might be tied to UI scale, too.
by valneq
Sat Nov 08, 2025 5:35 am
Forum: Minor issues
Topic: [2.0.71] Map preview off-center with high UI scale
Replies: 6
Views: 2589

Re: [2.0.71] Map preview off-center with many resources active

It seems this has very little to do with the list of resources. It seems mainly caused by the monitor scaling.

Space Age, no mods, Wayland, 2160p monitor, maxed out UI scale via ctrl +
grafik.png
grafik.png (626.97 KiB) Viewed 2225 times
Space Age, no mods, Wayland, 1080p monitor, maxed out UI scale via ctrl +
grafik.png
grafik.png (1.16 MiB) Viewed 2225 times
by valneq
Fri Nov 07, 2025 1:09 pm
Forum: Minor issues
Topic: [2.0.71] Map preview off-center with high UI scale
Replies: 6
Views: 2589

Re: [2.0.71] Map preview off-center with many resources active

Things are getting weirder. Now I tested in Wayland mode on the exact same 1080p monitor. It correctly identifies the default UI scale as 100%.
Manually setting the UI scale to 125% now I expected to see the same picture as in the previous post. Alas, it is different !
grafik.png

Note, I am using ...
by valneq
Fri Nov 07, 2025 12:59 pm
Forum: Minor issues
Topic: [2.0.71] Map preview off-center with high UI scale
Replies: 6
Views: 2589

Re: [2.0.71] Map preview off-center with many resources active

The hint that it depends on your monitor is actually very helpful!

I tested a bit more and realized it also depends on the in-game UI scale. Much more so than mods.

Here is a screenshot with only Space Age (no additional mods)

grafik.png

For more context:
That screenshot was taken from my ...
by valneq
Tue Oct 28, 2025 5:51 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.69] Ghost tiles have wrong color near rails in remote view
Replies: 9
Views: 2225

Re: [2.0.69] Ghost tiles have wrong color near rails in remote view

Niedzwiedzislaw wrote: Tue Oct 28, 2025 2:07 pm Awesome. I'll postpone all my tile laying needs till new release :)
Version 2.1 will be months away. At least according to the most recent FFF
https://factorio.com/blog/post/fff-439
by valneq
Tue Oct 28, 2025 12:11 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.69] Ghost tiles have wrong color near rails in remote view
Replies: 9
Views: 2225

Re: [2.0.69] Ghost tiles have wrong color near rails

oooh … so this is primarily about remote view!

Bug report title does not mention remote view at all. I did not read your text carefully I guess …

You could consider renaming topic to emphasise: " Remote View: Ghost tiles have wrong color near rails"

Now that I have seen this, I cannot unsee :(
by valneq
Tue Oct 28, 2025 11:37 am
Forum: Resolved Problems and Bugs
Topic: [2.0.69] Ghost tiles have wrong color near rails in remote view
Replies: 9
Views: 2225

Re: [2.0.69] Ghost tiles have wrong color near rails

Nothing in your screenshot looks wrong. Can you highlight visually what exactly is bothering you?

Ghosts in general are see-through. Furthermore, there is 2 different colors of ghosts. Darker ghosts are waiting for materials and robots. Brighter ghosts will shortly be built by a robot that was ...
by valneq
Mon Oct 27, 2025 11:08 pm
Forum: Implemented Suggestions
Topic: New circuit network signal: Science
Replies: 3
Views: 2049

Re: New circuit network signal: Science

Somehow forgot about my own suggestion. But yes, this is perfectly good for me :)

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