Search found 99 matches

by Shadow_Man
Sun Jan 08, 2023 12:15 pm
Forum: Implemented in 2.0
Topic: Reading fluid levels of pipes, liquids shouldn't behave according to the uncertainty principle of quantum mechanics
Replies: 23
Views: 5263

Re: Please add ability to connect pipes with logic wires like chests and belts

I wish pumps would give you direct readouts of their pump speed, too. It's crazy that the game has been around this long and the fluid/circuit connections are so hacky. :( +1 Pump speed readout will be great. And I tend to think that it is better to add a 1x1 small capacity buffer/transit tank with...
by Shadow_Man
Sun Jan 08, 2023 12:09 pm
Forum: Ideas and Suggestions
Topic: Separation of UI Scaling and Console Text Scaling
Replies: 3
Views: 1089

Re: Separation of UI Scaling and Console Text Scaling

+1
And maybe make the console window draggable, resizable, and have a scrollbar.
by Shadow_Man
Sun Jan 08, 2023 12:06 pm
Forum: Ideas and Suggestions
Topic: Fix the console log window position
Replies: 0
Views: 494

Fix the console log window position

TL;DR Fix the console log position window on screen What ? The console window now changes its position depending on the number of rows of the shortcut bar and the life/shield bars. Make the bottom border of the console window fixed to fit the maximum number of quick access bar rows (or only change ...
by Shadow_Man
Mon Dec 26, 2022 1:49 pm
Forum: Mods
Topic: Industrial Revolution 3
Replies: 13
Views: 9623

Re: Industrial Revolution 3

After qiuck investigation I found a solution: Edit 2 values in the file IndustrialRevolution3_3.0.1\code\entities\entities-fluid.lua Section "vaporiser.fluid_boxes": Line 938: change value -1.25 to -1 Line 947: change value 1.25 to 1 And that's all, IR3 and SqueakThrough works fine togethe...
by Shadow_Man
Sat Dec 24, 2022 10:04 pm
Forum: Mods
Topic: Industrial Revolution 3
Replies: 13
Views: 9623

Industrial Revolution 3

Hello Deadlock! Thank you for new iteration of your great mod Industrial Revolution. But there's a bug: 3.358 Error ModManager.cpp:1560: Error while loading entity prototype "steel-vaporiser" (furnace): Invalid pipe connections specification for offset {-1.2500000000, 0.0000000000}. The of...
by Shadow_Man
Mon Dec 05, 2022 11:59 am
Forum: Not a bug
Topic: [1.1.73]Mining an entity while it burns fuel does not yield "spent result" item
Replies: 2
Views: 803

Re: [1.1.73]Mining an entity while it burns fuel does not yield "spent result" item

When you mine an entity while burning in progress and burnt result slot is empty, you won't get anything.
by Shadow_Man
Thu Nov 24, 2022 10:12 am
Forum: Logistic Train Network
Topic: LTN UI won't open after .72 update
Replies: 2
Views: 1023

Re: LTN UI won't open after .72 update

I think you mean mod LTN Manager UI. Wait some time for some event to happen in the LTN network, for example, a train is sent on request, then the interface will become available.
by Shadow_Man
Sun Oct 30, 2022 12:14 pm
Forum: Ideas and Suggestions
Topic: Copy blueprints from shared tab by default
Replies: 0
Views: 481

Copy blueprints from shared tab by default

TL;DR When moving blueprints from shared/server tab, copy it instead moving by default. What ? When working with blueprints, copying them for yourself or for others, make that when you drag blueprints from the shared/server tab to personal tab/inventory, the blueprints are copied by default and not...
by Shadow_Man
Fri Sep 16, 2022 9:25 am
Forum: Releases
Topic: Version 1.1.69
Replies: 25
Views: 28394

Re: Version 1.1.69

[*]Updated transport belt icons. Why are the belts and u-belts heading to right, but splitters heading to left? I demand that the discrepancy be corrected immediately! :D And also there is a discrepancy between the icon and the placed belt: the gear teeth are visible on the icon, but not on the bel...
by Shadow_Man
Thu Aug 18, 2022 11:22 pm
Forum: Ideas and Suggestions
Topic: Add support for AVIF
Replies: 12
Views: 3327

Re: Add support for AVIF

Maybe JPEG XL will be better choice?
As fast as JPEG, but much more higher quality than other HD graphics formats (HEIF, AVIF etc).
Lossless compression, animation supprt and more...
https://jpegxl.info/
by Shadow_Man
Sat Jul 02, 2022 8:28 pm
Forum: Fixed for 2.0
Topic: [1.1.61] Some graphic overlapping in research GUI
Replies: 3
Views: 1620

Re: Some graphic overlapping in research GUI

Loewchen wrote: ↑
Sat Jul 02, 2022 8:23 pm
Post your log and save that shows the issue please, see 3638.
Done.
by Shadow_Man
Sat Jul 02, 2022 8:04 pm
Forum: Fixed for 2.0
Topic: [1.1.61] Some graphic overlapping in research GUI
Replies: 3
Views: 1620

[1.1.61] Some graphic overlapping in research GUI

When many varieties of science packs are used (8 or more), the frame around the icons of the science packs crosses other elements (insufficient height for science packs).
Image

Upd: Attached log and savefile
by Shadow_Man
Wed Jun 01, 2022 1:52 pm
Forum: Fan Art
Topic: What if Factorio did a Lego train set
Replies: 9
Views: 9753

Re: What if Factorio did a Lego train set

Image

P.S. Wube, you seriously need to negotiate with Lego about Factorio themed sets 8-)
by Shadow_Man
Sat May 07, 2022 11:55 am
Forum: Implemented in 2.0
Topic: Redo functionality
Replies: 51
Views: 19241

Re: Redo functionality

+1
Add redo functionality with Ctrl+Shift+Z default hotkey.
by Shadow_Man
Sun Mar 06, 2022 10:05 pm
Forum: Development tools
Topic: Factorio Locale Editor
Replies: 4
Views: 4869

Re: Factorio Locale Editor

plexpt wrote: ↑
Mon Feb 07, 2022 2:33 am
error while loading chinese
Hmm, i'm try to load Chinese Simplified locale from Story Missions mod and all was fine.
Which file failed? Can you share it?
by Shadow_Man
Tue Dec 14, 2021 4:52 pm
Forum: Mod portal Discussion
Topic: [IDEA] Show latest version on the right-hand side
Replies: 7
Views: 3253

Re: [IDEA] Show latest version on the right-hand side

+1 And reviving old post. For what reason? Seeing the version of the mod on the right side of the information window on the mod portal can be even more useful and convenient than the version of Factorio for which the mod is suitable. For example: https://i.postimg.cc/N0fY9DtK/mod-info.png
by Shadow_Man
Fri Nov 12, 2021 10:12 am
Forum: Ideas and Suggestions
Topic: better compression algorithm for saves and mods
Replies: 35
Views: 9378

Add 7-zip support to game

TL;DR Add 7-zip archiver support to game engine What ? 7-zip is a popular free archiver with a stronger compression ratio than ZIP. Add its support to the game, along with ZIP, for mods, save files and anything else that uses ZIP packaging. Why ? Using 7-zip will save storage space on servers / loc...
by Shadow_Man
Mon Oct 11, 2021 8:57 am
Forum: Implemented in 2.0
Topic: Being able to move map tags once placed
Replies: 25
Views: 8831

Re: Being able to move map tags once placed

+1
and bring back the ability to place map tags on an unexplored map

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