Search found 31 matches

by SHADOW13
Sun Jan 05, 2025 10:23 am
Forum: Duplicates
Topic: [2.0.28] small graphical issues with stacked belt
Replies: 1
Views: 114

[2.0.28] small graphical issues with stacked belt

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

01-05-2025, 10-21-23.png
01-05-2025, 10-21-23.png (264.46 KiB) Viewed 114 times
by SHADOW13
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)
12-25-2024, 04-17-24.png
12-25-2024, 04-17-24.png (35.76 KiB) Viewed 112 times
by SHADOW13
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 ...
by SHADOW13
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
by SHADOW13
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 ...
by SHADOW13
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
by SHADOW13
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 ...
by SHADOW13
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 ...
by SHADOW13
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 ...
by SHADOW13
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
by SHADOW13
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 ...
by SHADOW13
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 ...
by SHADOW13
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 ...
by SHADOW13
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
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11-14-2024, 21-03-37.png (1.04 MiB) Viewed 1503 times
by SHADOW13
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?
11-01-2024, 12-15-18.png
11-01-2024, 12-15-18.png (1.68 MiB) Viewed 4529 times
by SHADOW13
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 :lol:
by SHADOW13
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
by SHADOW13
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 :lol:
by SHADOW13
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 ...
by SHADOW13
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 ...

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