tl;dr: Let me see threads I have posted to.
When I'm logged in to the Factorio forum I see a link that says "view your posts".
This page shows a list of every thread I've ever contributed to, with most recent threads first.
I would like to see something similar in the mod portal.
Search found 203 matches
- Sun Jul 03, 2016 11:40 pm
- Forum: Mod portal Discussion
- Topic: [0.13] IDEA: let me see my active threads
- Replies: 0
- Views: 851
- Sun Jul 03, 2016 11:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] - Linux - Game hangs when closing the Steam overlay
- Replies: 7
- Views: 4110
Re: [0.13.0] - Linux - Game hangs when closing the Steam overlay
I can confirm the most recent version (0.13.3) is fine for me. I believe the problem was fixed in 0.13.1.ZereoX wrote:Can confirm issue is no longer occurring on 0.13.1.
- Sun Jul 03, 2016 11:19 pm
- Forum: Ideas and Suggestions
- Topic: Add a wire between steam engines and poles
- Replies: 3
- Views: 1783
Re: Add a wire between steam engines and poles
Another simple request: When a pole is placed beside a steam engine, although the pole receives electricity, there is graphically no connection. Please add a wire here! I don't think this is a good idea. An electric pole doesn't have a wire connecting it to an accumulator. Electric poles also don't...
- Sun Jul 03, 2016 10:50 pm
- Forum: Implemented Suggestions
- Topic: Upgrade Planner
- Replies: 1
- Views: 1590
- Wed Jun 29, 2016 12:42 am
- Forum: Technical Help
- Topic: [0.13.0] Game crashes after 30 seconds
- Replies: 1
- Views: 743
[0.13.0] Game crashes after 30 seconds
I think I was either shift-left-clicking or shift-right-clicking when it crashed. I haven't changed any hardware since 0.12.35 when it was working fine. 0.000 2016-06-28 20:21:52; Factorio 0.13.0 (Build 22782, linux64, steam) 0.089 Operating system: Linux (Ubuntu 15.04) 0.089 Program arguments: &quo...
- Wed Jun 29, 2016 12:20 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] - Linux - Game hangs when closing the Steam overlay
- Replies: 7
- Views: 4110
Re: [0.13.0] - Linux - Game hangs when closing the Steam overlay
This is an issue for me too.
I'm running Ubuntu Linux 15.04.
I'm running Ubuntu Linux 15.04.
Same for me. I did not have this problem in 0.12.35.Zardo wrote:It is a regression bug. I did not encounter this issue in 0.12.35.
- Mon Jun 20, 2016 3:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 122789
Re: [MOD 0.12.x] HardCrafting 0.3.15
Thanks judos!!judos wrote:@mattj256, @daniel34: That should fix your problems.
(I don't care if every item shows up in the belt-list sorter. I just want things to not crash.)
Matthew
- Fri Jun 17, 2016 3:13 am
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 122789
Re: [MOD 0.12.x] HardCrafting 0.3.14
Hi judos. Awesome mod, I love it. I'm getting this error message: http://i.imgur.com/ChKjcI9.jpg To reproduce: - Base Mod 0.12.35 - HardCrafting 0.3.14 - Module Inserter 0.1.33 Put down a belt sorter, then click one of the 16 squares under "Belt sorter filter." I know computer programming ...
- Thu Jun 16, 2016 2:40 am
- Forum: Implemented Suggestions
- Topic: Terrain elevation, hills and mountains with fake cliffs
- Replies: 67
- Views: 68104
Re: Terrain elevation, hills and mountains with fake cliffs
I was just thinking about this today! Military units at higher elevations should have an attack bonus (range and/or damage). And transportation units should have a higher acceleration when going downhill and a lower acceleration when going uphill. Both of these things would add strategic depth to an...
- Sun May 22, 2016 8:57 pm
- Forum: Ideas and Suggestions
- Topic: Smarter logistics
- Replies: 8
- Views: 2589
Re: Smarter logistics
Getting your raw materials where they need to go and in the right quantities is a core puzzle of factorio. To just have things automatically go where they're needed would defeat the purpose of the game. I totally agree that vanilla Factorio shouldn't make it too easy to sort items in the right plac...
- Sun May 22, 2016 8:41 pm
- Forum: Ideas and Suggestions
- Topic: Blacklist from checksum
- Replies: 22
- Views: 5874
Re: Blacklist from checksum
Instead, the mod needs to be changed to make it multiplayer-safe. For example in a way, that all configurations of all players needs to be known by every client (global state) and it just plays only the configuration of the current player. It's a bit more complicated then I describe it here. :) Is ...
- Wed Apr 13, 2016 3:48 am
- Forum: Mods
- Topic: [MOD 0.13.x] No Hand Crafting (0.13.0)
- Replies: 54
- Views: 74049
Re: [MOD 0.12.x] No Hand Crafting (0.12.2)
This is a great mod!
I can't use an electric level-1 assembling machine to construct an electric level-1 assembling machine? Is that intentional? I was hoping that as soon as I got my electric network set up I would be able to stop using the burner assembler.
I can't use an electric level-1 assembling machine to construct an electric level-1 assembling machine? Is that intentional? I was hoping that as soon as I got my electric network set up I would be able to stop using the burner assembler.
- Mon Apr 11, 2016 11:53 am
- Forum: Ideas and Suggestions
- Topic: Toggle items (accumulators) on power consumption graph
- Replies: 5
- Views: 1966
Re: Toggle items (accumulators) on power consumption graph
That's great!Koub wrote:The devs are adding this feature for 0.13
Me too.JasonC wrote:Add to the growing list of reasons I'm super excited to see 0.13.
- Mon Apr 11, 2016 11:47 am
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 35562
Re: [MOD 0.12.x] Rescaled Evolution Factor
Im not sure limiting each section of the evolution is the best idea. Yes, I totally agree with this. I haven't had a chance to play a game with this mod yet. (Installing the mod in my current game feels like cheating because it won't take into account enemy bases I've already destroyed.) In particu...
- Mon Apr 11, 2016 3:33 am
- Forum: Ideas and Suggestions
- Topic: Toggle items (accumulators) on power consumption graph
- Replies: 5
- Views: 1966
Re: Toggle items (accumulators) on power consumption graph
Here's some related links: https://forums.factorio.com/viewtopic.php?f=6&t=4780 Complete production statistics ("check box at the side of the production stats would be a good addition so that you could then toggle on only the items that are of interest") https://forums.factorio.com/vie...
- Tue Apr 05, 2016 1:46 am
- Forum: Ideas and Suggestions
- Topic: Two separate accumulator types: normal and emergency backup
- Replies: 20
- Views: 8329
Re: Two separate accumulator types: normal and emergency backup
The problem with all these suggestions (and needs) is, that the single solution is simple, but they are more or less uncombineable with the other suggestions. They are disjunct. That's the most important/relevant part for me. I don't think my suggestion is bad, but it does close off alternative sol...
- Mon Apr 04, 2016 3:04 am
- Forum: Ideas and Suggestions
- Topic: Two separate accumulator types: normal and emergency backup
- Replies: 20
- Views: 8329
Re: Two separate accumulator types: normal and emergency backup
Overall I think you've got to wrap your head around the key point that accumulators don't charge for free. If you charge them during the day, you're using solar power that otherwise would go to offset steam power, so the steam generators work harder anyways. Nothing changes. Thanks Jason. I underst...
- Wed Mar 30, 2016 1:51 pm
- Forum: Ideas and Suggestions
- Topic: Two separate accumulator types: normal and emergency backup
- Replies: 20
- Views: 8329
Re: Two separate accumulator types: normal and emergency backup
I would prefer it if they just gave us granular control over priorities at an advanced research level. That would be great!!! If there isn't already a thread for that I suggest you create one for it. The developers are never going to see that idea if it's buried in the middle of this thread. (Pleas...
- Wed Mar 30, 2016 3:22 am
- Forum: Ideas and Suggestions
- Topic: Two separate accumulator types: normal and emergency backup
- Replies: 20
- Views: 8329
Re: Two separate accumulator types: normal and emergency backup
But then the normal accumulators would only charge if your solar panels could power your entire power grid plus extra, otherwise they'd never charge. How does this work in the game right now? If I create a factory with only solar panels and accumulators and there isn't enough power for everything, ...
- Tue Mar 29, 2016 2:53 am
- Forum: Ideas and Suggestions
- Topic: Two separate accumulator types: normal and emergency backup
- Replies: 20
- Views: 8329
Re: Two separate accumulator types: normal and emergency backup
Wow! I wasn't expecting so many responses to my post! After this discussion (and especially learning about the power switch meter in 0.13) I'm no longer convinced my suggestion is a good idea. But that's ok. If it's actually a good idea I have faith it will find its way into the game, and if it does...