Search found 203 matches

by mattj256
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

[0.13] IDEA: let me see my active threads

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.
by mattj256
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

ZereoX wrote:Can confirm issue is no longer occurring on 0.13.1.
I can confirm the most recent version (0.13.3) is fine for me. I believe the problem was fixed in 0.13.1.
by mattj256
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...
by mattj256
Sun Jul 03, 2016 10:50 pm
Forum: Implemented Suggestions
Topic: Upgrade Planner
Replies: 1
Views: 1590

Re: Upgrade Planner

+1
by mattj256
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...
by mattj256
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.
Zardo wrote:It is a regression bug. I did not encounter this issue in 0.12.35.
Same for me. I did not have this problem in 0.12.35.
by mattj256
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

judos wrote:@mattj256, @daniel34: That should fix your problems.
Thanks judos!!

(I don't care if every item shows up in the belt-list sorter. I just want things to not crash.)

Matthew
by mattj256
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 ...
by mattj256
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...
by mattj256
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...
by mattj256
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 ...
by mattj256
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.
by mattj256
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

Koub wrote:The devs are adding this feature for 0.13
That's great!
JasonC wrote:Add to the growing list of reasons I'm super excited to see 0.13.
Me too.
by mattj256
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...
by mattj256
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...
by mattj256
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...
by mattj256
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...
by mattj256
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...
by mattj256
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, ...
by mattj256
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...

Go to advanced search