Search found 203 matches

by mattj256
Tue Apr 25, 2017 9:00 pm
Forum: Ideas and Suggestions
Topic: [0.15] Organize permissions into logical groups
Replies: 1
Views: 943

[0.15] Organize permissions into logical groups

TL;DR: The permissions screen should group permissions together that have something in common. For example all permissions related to trains should be listed consecutively. Easiest to implement: reorder the permissions so logical groups are displayed together. A little harder to implement: use inden...
by mattj256
Tue Apr 25, 2017 6:35 pm
Forum: Ideas and Suggestions
Topic: Satelite can be used to set a new big goal
Replies: 3
Views: 1613

Re: Satelite can be used to set a new big goal

This is a great idea for a mod!

Here's the link for help with mods: viewforum.php?f=82
by mattj256
Tue Apr 25, 2017 6:31 pm
Forum: Ideas and Suggestions
Topic: Generic Barreling/Unbarreling Recipe
Replies: 16
Views: 6889

Re: Generic Barreling/Unbarreling Recipe

Or if we could have a separate building for barreling, that would work like a furnace. Furnaces still need recipes to work. So this wouldn't help reduce the clutter in the crafting menu. http://i.imgur.com/5WBRZvd.png If you're worried about clutter from the barreling recipes, they can be put into ...
by mattj256
Tue Apr 25, 2017 5:50 pm
Forum: Ideas and Suggestions
Topic: Permission System
Replies: 4
Views: 1965

Re: Permission System

The Permission system is nice...like really nice... whats not so nice is that the permissions are not really in good order... Permissions which can change permission groups should be in a permisson group at the top or at the bottom of all permissions so to see which permissions to take from a group...
by mattj256
Tue Apr 25, 2017 12:35 am
Forum: Ideas and Suggestions
Topic: [0.15] Make it easier to see electric wire over copper patch
Replies: 8
Views: 2682

[0.15] Make it easier to see electric wire over copper patch

When you place electric poles over a copper patch, it's very hard to see the wires that connect the poles: http://i.imgur.com/KVvYEhn.png I am (sort of) young and I can't quickly and easily see whether two poles are connected here. I can only imagine what it's like for other people with worse vision...
by mattj256
Mon Apr 24, 2017 11:12 pm
Forum: Ideas and Suggestions
Topic: [0.15] Please don't ask about tutorials in wave defense
Replies: 0
Views: 668

[0.15] Please don't ask about tutorials in wave defense

TL;DR: When playing the wave defense scenario, please don't ask me whether I want to start a new tutorial. I started up version 0.15. I'm loving the shiny new graphics! First I got that popup telling me all my settings would be reset. Ok. For my very first game on 0.15, I decided to run the Wave Def...
by mattj256
Mon Apr 24, 2017 4:53 am
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 8178

Re: Additional Virtual Signals for Operating on Red and Green

The problem is that the multiplying/dividing problem doesn't have any clever or interesting solution. It's just laying down a whole lot of combinators. Have you seen this yet? I would say XKnight's solution is clever and interesting. :) https://forums.factorio.com/viewtopic.php?f=5&t=29706#p188...
by mattj256
Fri Apr 21, 2017 10:41 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 143633

Re: Friday Facts #187 - Space science & 0.15 graphics

ftbreizhbugs wrote:Belting the science center will be challenging with so much different science packs though...
Break out the rainbow belts!
viewtopic.php?f=8&t=28414
by mattj256
Fri Apr 21, 2017 10:36 pm
Forum: News
Topic: Friday Facts #187 - Space science & 0.15 graphics
Replies: 362
Views: 143633

Re: Friday Facts #187 - Space science & 0.15 graphics

Kelderek wrote:Even apart from the fact that there is a new version release coming, this has to be one of the best made FFF posts you guys have done. Those graphics look amazing -- give those folks a raise!
Nothing else to add here. So much hype! So excited!
by mattj256
Thu Apr 20, 2017 7:12 am
Forum: Ideas and Suggestions
Topic: Don't path to train stop if its exit condition's already met
Replies: 5
Views: 2193

Re: Don't path to train stop if its exit condition's already met

One of the many new features in 0.15:

"Train Station - control trains by disabling/enabling the station - IMPLEMENTED"
viewtopic.php?f=9&t=30853

Does this resolve your issue or you need something else?
by mattj256
Thu Apr 20, 2017 7:05 am
Forum: Ideas and Suggestions
Topic: Auto-Toggle Mods When Switching Between Diff. Saves or MP
Replies: 23
Views: 8319

Re: Auto-Toggle Mods When Switching Between Diff. Saves or MP

I definitely feel the pain. (Mainly when I switch from my modded single-player game to my vanilla multiplayer game.) I found this video from XTerminator VERY helpful: https://www.youtube.com/watch?v=SEOedyrFQ_g This is a trick that lets you install different mods in different directories and then (f...
by mattj256
Thu Apr 20, 2017 6:22 am
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 8178

Re: Additional Virtual Signals for Operating on Red and Green

Related threads: Expand Circuit Network's "Each" https://forums.factorio.com/viewtopic.php?f=6&t=26944 "A way to divide red by green signal?" https://forums.factorio.com/viewtopic.php?f=5&t=29706 No. We can already do this in vanilla by adding an extra combinator or two. ...
by mattj256
Tue Apr 18, 2017 8:24 am
Forum: Implemented Suggestions
Topic: Grief: Recovering items from banned inventories
Replies: 4
Views: 3199

Re: Grief: Recovering items from banned inventories

Here's a mod that automatically puts your stuff in a chest when you die:
https://mods.factorio.com/mods/Zinal/DeathChest

I think it would nice for this functionality to be available as an option in vanilla.
by mattj256
Tue Apr 18, 2017 8:07 am
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 8178

Re: Additional Virtual Signals for Operating on Red and Green

No. We can already do this in vanilla by adding an extra combinator or two. Please don't make the GUI more complicated.
by mattj256
Sun Apr 16, 2017 5:18 am
Forum: News
Topic: Friday Facts #186 - Marathon testing
Replies: 112
Views: 55875

Re: Friday Facts #186 - Marathon testing

For the following release (0.16), can you make it a smaller release and more quickly?
It's so hard to wait, especially when no one knows exactly how long it will take!
(Keep up the good work.)
by mattj256
Fri Apr 14, 2017 11:06 pm
Forum: News
Topic: Friday Facts #186 - Marathon testing
Replies: 112
Views: 55875

Re: Friday Facts #186 - Marathon testing

This might be quite a short Friday facts, but we are trying to spend as much time getting things ready for release. I am eagerly awaiting the release. Also I recently started a SpaceX playthrough. Life is full of difficult decisions... So much excitement, so much frustration. Not like I've been pre...
by mattj256
Sat Apr 08, 2017 9:50 am
Forum: News
Topic: Friday Facts #185 - Progress report
Replies: 93
Views: 49077

Re: Friday Facts #185 - Progress report

New night vision looks awesome!
(Although I probably still won't use it because I want to use armor slots for other things.)

Can't wait for those "100 minor features"! :D
by mattj256
Fri Mar 31, 2017 6:53 pm
Forum: News
Topic: Friday Facts #184 - Five years of Factorio
Replies: 87
Views: 42942

Re: Friday Facts #184 - Five years of Factorio

Admin should be able to give player permission to only deconstruct buiduings(structures) constructed only by this player. That would be most anti grief practical thing ever. +1 It would be nice to have more granularity in what can be deconstructed. For example, don't allow someone to deconstruct ot...
by mattj256
Fri Mar 31, 2017 11:17 am
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 41456

Re: Roboport Circut Output: +Available -Demand

I see how this could work but an option to take the 'requests' from the Roboport directly would benifit this idea of an universal, modular and semi-self building blueprint collection for outposts :D There's a difference between an unsatisfied construction/logistic request (where something can't be ...
by mattj256
Fri Mar 31, 2017 10:38 am
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 23707

Re: How to deal with griefers

I made assemblers, that do modules and was banned for it. Am I griefer or admin was not too smart? Based on what you've said it sounds like the admin made a mistake. Punishing you (or anyone) for an admin's mistake is foolish. What I was trying to say is that if a player is repeatedly being kicked ...

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