Search found 154 matches

by Shadow_Man
Fri Oct 24, 2025 1:08 pm
Forum: Modding interface requests
Topic: Non-rectangular buildings
Replies: 3
Views: 274

Re: Non-rectangular buildings

Koub wrote: Thu Oct 23, 2025 9:15 pm [Koub] Moved to Modding interface requests from Ideas and suggestions.
Isn't the fact that buildings can only be rectangular done at the game engine level?
Is that something that can be changed with mods?
by Shadow_Man
Thu Oct 23, 2025 5:37 pm
Forum: Bug Reports
Topic: [2.0.72] the quality mod references spoilage in it's locale
Replies: 1
Views: 182

Re: [2.0.72] the quality mod references spoilage in it's locale

Spoilage is a very very very bad quality of any item :lol:
by Shadow_Man
Thu Oct 23, 2025 5:25 pm
Forum: Modding interface requests
Topic: Non-rectangular buildings
Replies: 3
Views: 274

Non-rectangular buildings

TL;DR
Make it possible to create non-rectangular buildings.

What?
Some buildings are not rectangular in shape, and when they are large enough, they leave empty space at the corners of the bounding rectangle, which can look incongruous if other objects adjoin the building in that location.
For ...
by Shadow_Man
Fri Oct 17, 2025 2:44 pm
Forum: Ideas and Suggestions
Topic: Changing behavior of logistic network with items lower than 100% condition
Replies: 21
Views: 3360

"Request only undamaged items" option for logistic chests

Periodically I encounter a situation when the drone mall stops working because one of the components in the request chest is damaged (for example, a pipe or a wall).
I suggest adding a parameter “Only undamaged items” for request chests and buffer chests.
(And "damaged" for collecting for repair ...
by Shadow_Man
Mon Oct 13, 2025 10:20 pm
Forum: Won't fix.
Topic: [2.0.69] Lava tiles transition with other fluids tiles
Replies: 2
Views: 293

[2.0.69] Lava tiles transition with other fluids tiles

I certainly understand that lava can't border another liquid, but still, could you make the transitions between lava and another liquid smoother? :D

Screenshot from Comfy Infestation Islands scenario:
Image
by Shadow_Man
Mon Oct 06, 2025 7:29 am
Forum: Bug Reports
Topic: [2.0.69] Parametrized blueprint small input field
Replies: 0
Views: 144

[2.0.69] Parametrized blueprint small input field

The field for entering values when placing a parameterized blueprint is not large enough, large numbers cannot fit.
It is not convenient to enter e.g. the quantity of fluids.
It is necessary to increase the size of the input field to fit more characters, at least 5.

Sample: value 20000 in the ...
by Shadow_Man
Mon Sep 22, 2025 5:30 pm
Forum: Releases
Topic: Version 2.0.67
Replies: 19
Views: 8721

Re: Version 2.0.67





Splitters can be connected to circuit network.



This circuit controlled splitter too overpowered.
I suggest a new recipe: "Smart splitter", ingredients are Splitter, Decider Combinator and 5xCircuits of corresponding tier (Green/Red/Blue) :D

OR

Hide that ability behind research ...
by Shadow_Man
Mon Sep 22, 2025 5:02 pm
Forum: Releases
Topic: Version 2.0.67
Replies: 19
Views: 8721

Re: Version 2.0.67



Splitters can be connected to circuit network.



This circuit controlled splitter too overpowered.
I suggest a new recipe: "Smart splitter", ingredients are Splitter, Decider Combinator and 5xCircuits of corresponding tier (Green/Red/Blue) :D

OR

Hide that ability behind research.
by Shadow_Man
Sat Aug 16, 2025 7:19 pm
Forum: Bug Reports
Topic: [2.0.60] Side infopanel deformed on fluid wagon hover
Replies: 0
Views: 410

[2.0.60] Side infopanel deformed on fluid wagon hover

Side infopanel deformed on fluid wagon hover
Image
by Shadow_Man
Thu May 08, 2025 7:45 pm
Forum: Resolved Problems and Bugs
Topic: [Klonan] [2.0.47] Sidepanel deformed when entity name has linebreak
Replies: 1
Views: 1361

[Klonan] [2.0.47] Sidepanel deformed when entity name has linebreak

Faced with incorrect formatting of info-window. Apparently, since the name of the legendary assembler does not fit on 1 line, the whole formatting went wrong.
My display resolution is 1920*1080, scale 100%.

Game scale 100% - Legendary assembler
https://i.postimg.cc/B6X4DrfS/2025-05-08-213511.png ...
by Shadow_Man
Sun May 04, 2025 10:21 am
Forum: Ideas and Suggestions
Topic: Add space platforms statistic info counters
Replies: 3
Views: 756

Add space platforms statistic info counters

TL;DR
Add "Planets visited" and "Kilometers flyed" counters for Space Platforms Hubs statistics

What?
Factorio is a game about production and statistics. Almost all entities have production counters to see how fast and how much they produce.
And our space platforms, which fly so much and work ...
by Shadow_Man
Tue Apr 29, 2025 7:52 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.43] Crash when upgrade belts with upgrade planner
Replies: 6
Views: 2312

Re: [2.0.43] Crash when upgrade belts with upgrade planner

Rseding91 wrote: Tue Apr 29, 2025 7:34 pm What steps do I need to do to reproduce the crash?
Try to upgrade Yellow belts to Red with Upgrade planner from Shortcut bar below.
by Shadow_Man
Tue Apr 29, 2025 4:11 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.43] Crash when upgrade belts with upgrade planner
Replies: 6
Views: 2312

Re: [2.0.43] Crash when upgrade belts with upgrade planner

Rseding91 wrote: Mon Apr 28, 2025 5:24 pm Thanks for the report however that log does not show any crash in it?
Oh, wrong log was attached.
Fixed now. And some info added.
by Shadow_Man
Mon Apr 28, 2025 5:17 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.43] Crash when upgrade belts with upgrade planner
Replies: 6
Views: 2312

[2.0.43] Crash when upgrade belts with upgrade planner

Played an online game with a friend. He's the server, I'm the client.
The game is SA with mods.
When trying to upgrade belts using the upgrade planner (on the quick access panel) the game crashes.
When upgrading belts manually everything is ok.

EDIT1: When reconnecting to the game after crash, the ...
by Shadow_Man
Mon Apr 21, 2025 3:15 pm
Forum: Resolved Requests
Topic: Make the API Version selection in the API Docs visually clickable.
Replies: 3
Views: 483

Re: Make the API Version selection in the API Docs visually clickable.

When you open the page for the first time, it's not at all obvious that this link is clickable (see the first picture in the post). I have repeatedly come across a question on the modders forum about where to see old versions of the API. That's why I created this thread.
You can not change the ...
by Shadow_Man
Mon Apr 21, 2025 12:30 pm
Forum: Resolved Requests
Topic: Make the API Version selection in the API Docs visually clickable.
Replies: 3
Views: 483

Make the API Version selection in the API Docs visually clickable.

TL;DR
Make the API Version selection in the API Docs visually clickable.

What?
Bad UI element design for API version selector, since it looks the same as the text on the left but unlike the text on the left, it is actually a link.
Make Version selector text Underlined or Blue .
https://i.imgur ...
by Shadow_Man
Wed Apr 16, 2025 8:00 pm
Forum: Ideas and Suggestions
Topic: Map revelation size matching screen size
Replies: 3
Views: 492

Re: Map revelation size matching screen size

Yeah, the square is terrible.
The map around the character should open round, according to the radius of view, equidistant from the eyes (so to speak, with the accuracy of a tile, not a pixel). And at night this radius of revealing territory should be smaller (unless equipped with a night vision ...
by Shadow_Man
Sun Apr 13, 2025 8:46 am
Forum: Ideas and Suggestions
Topic: Show fluid temperature in storage tank and pipe gui
Replies: 7
Views: 992

Re: Show fluid temperature in storage tank and pipe gui

+1000
That's a great idea, how did I not realize that before?!
by Shadow_Man
Fri Apr 11, 2025 11:19 am
Forum: Ideas and Suggestions
Topic: Differences in lettering (font rendering)
Replies: 0
Views: 219

Differences in lettering (font rendering)

What?
Different parts of the game's interface use different fonts with different character spellings, especially when non-letters and numbers are used.
Some characters change their lettering, some even become invisible.
If possible, bring the fonts to the equal character rendering.
Why?
Using ...

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