Pipes and stacked belt items don't align nicely, I guess due to increased height of stacked items, might be clipping against other items/buildings etc but noticed with pipes
while the pipe itself is okay-ish,
the pipe-to-ground looks definitely off
Search found 31 matches
- Sun Jan 05, 2025 10:23 am
- Forum: Duplicates
- Topic: [2.0.28] small graphical issues with stacked belt
- Replies: 1
- Views: 114
- Wed Dec 25, 2024 4:21 am
- Forum: Bug Reports
- Topic: [2.0.28] Logistic requests highlight does not update with changes
- Replies: 0
- Views: 112
[2.0.28] Logistic requests highlight does not update with changes
When hovering an item in Logistic Requests section - it highlights that item in the chest content.
The highlight does not update when the chest content changes, which I think it would be nice to do
See highlight of blue substation (and last icon)
The highlight does not update when the chest content changes, which I think it would be nice to do
See highlight of blue substation (and last icon)
- Mon Dec 09, 2024 3:30 am
- Forum: Mod portal Discussion
- Topic: Bug? Can't see quality dlc from other mods dependencies on mod portal
- Replies: 0
- Views: 165
Bug? Can't see quality dlc from other mods dependencies on mod portal
I was looking for mods that work with Space Age's quality feature
That lead me to: https://mods.factorio.com/mod/quality/dependencies
Unfortunately, it does not work, shows 0 dependencies from other mods
Would be nice if Dependencies - "From other mods" was working (for quality, space age, elevated ...
That lead me to: https://mods.factorio.com/mod/quality/dependencies
Unfortunately, it does not work, shows 0 dependencies from other mods
Would be nice if Dependencies - "From other mods" was working (for quality, space age, elevated ...
- Sun Dec 08, 2024 1:48 am
- Forum: Duplicates
- Topic: [2.0.23] Can't destroy biter spawner
- Replies: 2
- Views: 323
Re: [2.0.23] Can't destroy biter spawner
Thanks, didn't realize SHIFT+SPACE was needed
- Sun Dec 08, 2024 1:27 am
- Forum: Duplicates
- Topic: [2.0.23] Can't destroy biter spawner
- Replies: 2
- Views: 323
[2.0.23] Can't destroy biter spawner
So there are some biter spawners that I previously captured, away from the base
Since then I developed technology to build those so no longer needed those, left them alone and they reverted to "wild" spawners
Now, I am away from the planet but wanted to get rid of those spawners
So I drive ...
Since then I developed technology to build those so no longer needed those, left them alone and they reverted to "wild" spawners
Now, I am away from the planet but wanted to get rid of those spawners
So I drive ...
- Sat Dec 07, 2024 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Prioritise Space Platform Construction Materials
- Replies: 42
- Views: 2941
Prioritise Space Platforms when auto-requesting for construction
Building large space platforms/ships can be irritating if hub is filled up with all items but not space platforms.
Have to start sending up items until space platform arrives.
I think space platforms should be sent first when multiple items are in "Requests for construction" section
Have to start sending up items until space platform arrives.
I think space platforms should be sent first when multiple items are in "Requests for construction" section
- Fri Dec 06, 2024 2:43 am
- Forum: Releases
- Topic: Version 2.0.24
- Replies: 54
- Views: 23060
Re: Version 2.0.24
Land mines on space platforms now damage the space platform tiles in a radius
this is rather big change and will break lots of people ships & games leaving really bad taste when they realise new patch broke their builds half way between planets etc
I think it's too late for this change in 2.0, I ...
this is rather big change and will break lots of people ships & games leaving really bad taste when they realise new patch broke their builds half way between planets etc
I think it's too late for this change in 2.0, I ...
- Sat Nov 30, 2024 9:14 pm
- Forum: Ideas and Suggestions
- Topic: priority inserting modules into machines
- Replies: 3
- Views: 309
Better "replace modules" functionality
1. ctrl-click on a building with module that gives a better outcome should be automatically accepted
for example: building has Quality 3 Normal (2.5%), ctrl-click on it with Quality 2 Legendary (5%) should replace the modules
2. force replace modules to whatever you are holding
for example ctrl ...
for example: building has Quality 3 Normal (2.5%), ctrl-click on it with Quality 2 Legendary (5%) should replace the modules
2. force replace modules to whatever you are holding
for example ctrl ...
- Sat Nov 30, 2024 2:32 am
- Forum: Ideas and Suggestions
- Topic: Allow more flexibility selecting items and their qualities
- Replies: 2
- Views: 231
Allow more flexibility selecting items and their qualities
example on requester chest
what you want to select as items to request:
- 1st slot: item normal quality
- 2nd slot: item uncommon quality
- 3rd slot: item rare quality
the problem is you have to do it in very specific way:
- 1st slot: select item normal quality and confirm
- 2nd slot: select ...
what you want to select as items to request:
- 1st slot: item normal quality
- 2nd slot: item uncommon quality
- 3rd slot: item rare quality
the problem is you have to do it in very specific way:
- 1st slot: select item normal quality and confirm
- 2nd slot: select ...
- Thu Nov 28, 2024 7:03 pm
- Forum: Ideas and Suggestions
- Topic: Quality should increase train wagons capacity.
- Replies: 11
- Views: 876
Re: Quality should increase train wagons capacity.
+1
also locomotives should increase max speed/acceleration with quality as well
also locomotives should increase max speed/acceleration with quality as well
- Thu Nov 28, 2024 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Hovering mouse over an item should "lock" that slot
- Replies: 0
- Views: 105
Hovering mouse over an item should "lock" that slot
When hovering mouse pointer, ie. want to Ctrl/Shift-click it - the slot should be locked, nothing else should be taking that slot
If slot is emptied by something else (like bots) then nothing should be put into that slot until I move mouse away
This is to prevent misclicks, busy places (like cargo ...
If slot is emptied by something else (like bots) then nothing should be put into that slot until I move mouse away
This is to prevent misclicks, busy places (like cargo ...
- Fri Nov 15, 2024 2:24 pm
- Forum: Implemented in 2.0
- Topic: Paid DLC Deserves More Elements Impacted by Quality
- Replies: 2
- Views: 1274
Re: Paid DLC Deserves More Elements Impacted by Quality
I agree, noticed some items don't scale (ignoring Health), like Storage tank
my suggestion is that EACH item that has quality - should have their primarily stat/purpose scalable (in Storage tank example, the capacity)
and in some cases secondary stat/purpose where needed wanted
having items scale ...
my suggestion is that EACH item that has quality - should have their primarily stat/purpose scalable (in Storage tank example, the capacity)
and in some cases secondary stat/purpose where needed wanted
having items scale ...
- Fri Nov 15, 2024 2:07 pm
- Forum: Ideas and Suggestions
- Topic: Minimap transition to space
- Replies: 0
- Views: 97
Minimap transition to space
Currently, when you taking the rocket to space, the minimap isn't working too well, keep showing map of the place you leave, then in a tick, replaces with destination map
It's a very small thing but wouldn't it be nicer if the minimap started zooming out as you fly in the rocket then zoom into the ...
It's a very small thing but wouldn't it be nicer if the minimap started zooming out as you fly in the rocket then zoom into the ...
- Thu Nov 14, 2024 9:03 pm
- Forum: Duplicates
- Topic: [2.0.18] Bluebelt underground exit not being placed using smart belt building
- Replies: 3
- Views: 1558
Re: [2.0.15?] Bluebelt underground exit not being placed using smart belt building
also this case (dragging from bottom to top) 2.0.18
- Fri Nov 01, 2024 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Posibility to take and and add items to the Cargo Bay
- Replies: 31
- Views: 5831
Re: Posibility to take and and add items to the Cargo Bay
Since some of other things are "magically" transported via space platforms (ie. power)
Why not use cargo bays as "additional hubs"?
Or at least, make them pick up/drop items if they are directly extending main Hub?
Why not use cargo bays as "additional hubs"?
Or at least, make them pick up/drop items if they are directly extending main Hub?
- Fri Oct 25, 2024 1:57 pm
- Forum: News
- Topic: Friday Facts #434 - Galaxy of Fame
- Replies: 47
- Views: 12770
Re: Friday Facts #434 - Galaxy of Fame
some info what each colour is (on the galaxy maps) would be nice, in few cases I've been trying to figure out what exactly I am looking at
- Fri Jul 12, 2024 11:14 am
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 119
- Views: 26768
Re: Friday Facts #419 - Display Panel & Inserter pickup fixes
alt-mode text could use a transparency slider, either global one or per-display
- Fri Jun 28, 2024 12:09 pm
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 30642
Re: Friday Facts #417 - Space Age development
I am hoping all those big Earendel's concepts will make into mods, some people don't mind playing 300+ hours
- Fri Jun 07, 2024 1:01 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 78145
Re: Friday Facts #414 - Spoils of Agriculture
bit nitpicking on the tower. I understand it's a work in progress
but would be nice if it:
- actually picks up/uproots the tree and drops it into some kind of mill (instead of tree vanishing on "touch"), once done, replants the seed
- or with a big saw chops the tree close to the root (leaving the ...
but would be nice if it:
- actually picks up/uproots the tree and drops it into some kind of mill (instead of tree vanishing on "touch"), once done, replants the seed
- or with a big saw chops the tree close to the root (leaving the ...
- Fri Feb 05, 2021 2:56 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 299
- Views: 198527
Re: Friday Facts #365 - Future plans
While I would prefer to see " Free updates forever ", this is rather difficult from developer point of view and only works when the game is too successful and requires constant updating to keep the users playing I think.
" Factorio 2" would be an interesting approach but I think the Factorio-style ...
" Factorio 2" would be an interesting approach but I think the Factorio-style ...