Search found 37 matches

by SHADOW13
Sat Oct 25, 2025 11:46 am
Forum: Not a bug
Topic: Wall graphic does not change when placing a floor next to it
Replies: 4
Views: 249

Re: Wall graphic does not change when placing a floor next to it

I should have numbered the text boxes, but yes the "sticking out" part of the wall (to the left/towards the waterside)
by SHADOW13
Sat Oct 25, 2025 11:18 am
Forum: Not a bug
Topic: Wall graphic does not change when placing a floor next to it
Replies: 4
Views: 249

Wall graphic does not change when placing a floor next to it

When a wall is placed next to a water, it shows with extra graphic (like a half of a connection to an adjacent wall that is not there)

However, when replacing water with another surface, ie. concrete, that graphic does not change and it keeps "looking odd" to other parts of the wall, even if the ...
by SHADOW13
Tue Oct 14, 2025 8:59 pm
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 386

Re: [Suggestion] Changes to auto recycle


I don't think so, auto_barrel and auto_recycle is documented well in vanilla game and the modder really should watch out what then done with recipes.

And if modder some how add new iron-gear-wheel recipe, it probablly should mean a better recipe which should be the recipe that more approach ...
by SHADOW13
Tue Oct 14, 2025 4:02 am
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 386

[Suggestion] Changes to auto recycle

From what I understand, recipes come, by default with "auto-recycle" feature - allowing the items to be recycled back.
There is a problem with current implementation: the "last" recycling recipe works(?)
if another mod adds new recipe for existing item - it overwrites existing recycling setup ...
by SHADOW13
Wed May 21, 2025 8:36 pm
Forum: Minor issues
Topic: [2.0.51] custom path.write-data not compatible with Steam cloud
Replies: 2
Views: 835

Re: [2.0.51] custom path.write-data not compatible with Steam cloud

Thanks, I think indeed symlinking might be easier.
Just confirmed it seems to work just fine.

For future reference, easily done in console: (rename/move/backup existing Factorio folder first)

Code: Select all

mklink /j %appdata%\Factorio "%userprofile%\documents\my games\Factorio"
by SHADOW13
Wed May 21, 2025 5:01 pm
Forum: Minor issues
Topic: [2.0.51] custom path.write-data not compatible with Steam cloud
Replies: 2
Views: 835

[2.0.51] custom path.write-data not compatible with Steam cloud

I wanted to use Factorio with user/data dir of my choice, but keeping Steam Cloud.

Configuration:
- config-path setup: config-path=D:\Documents\My Games\Factorio\config
use-system-read-write-data-directories=false
- config.ini (in that location set above): [path]
write-data=D:\Documents\My Games ...
by SHADOW13
Sun Jan 05, 2025 10:23 am
Forum: Duplicates
Topic: [2.0.28] small graphical issues with stacked belt
Replies: 1
Views: 424

[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 424 times
by SHADOW13
Wed Dec 25, 2024 4:21 am
Forum: Duplicates
Topic: [2.0.28] Logistic requests highlight does not update with changes
Replies: 1
Views: 386

[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 386 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: 534

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: 1630

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: 1630

[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: 9076

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: 36584

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: 809

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: 697

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: Balancing
Topic: Quality should increase train wagons capacity.
Replies: 63
Views: 9839

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: 317

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 Suggestions
Topic: Paid DLC Deserves More Elements Impacted by Quality
Replies: 2
Views: 2503

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: 347

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: 1904

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
11-14-2024, 21-03-37.png
11-14-2024, 21-03-37.png (1.04 MiB) Viewed 1849 times

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