Search found 203 matches

by mattj256
Sat Mar 09, 2019 9:17 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 16756

Re: [MOD 0.16.x] HardCrafting 0.6.1

Yes, this is a great mod and I would love to see it for 0.17!!
by mattj256
Tue May 02, 2017 6:21 pm
Forum: Ideas and Suggestions
Topic: Rocket Launch by Circuit Condition
Replies: 6
Views: 1113

Re: Rocket Launch by Circuit Condition

sparr wrote:Forget about the rocket.

The silo is an assembler. It turns 100 rocket parts and 1 satellite into 1000 space science.

Normal assemblers refuse to run (consume inputs) if the output slot is full, even if there's a full set of input items available. The silo should, too, for consistency.
+1
by mattj256
Tue May 02, 2017 6:19 pm
Forum: Ideas and Suggestions
Topic: Research graph similar to production graphs to visualize research speed over time.
Replies: 5
Views: 593

Re: Research graph similar to production graphs to visualize research speed over time.

Science packs already show up in the production graph. It would be nice to have something like the old Civilization game where there's an estimate of how much time it will take to complete the current research. (This is a rough estimate based on progress in the last few minutes.) Also there could be...
by mattj256
Tue May 02, 2017 6:04 pm
Forum: Ideas and Suggestions
Topic: Generic Barreling/Unbarreling Recipe
Replies: 16
Views: 2706

Re: Generic Barreling/Unbarreling Recipe

This mod may be relevant also: Auto Barrelling machine will automatically barrel any given liquid without having to select a recipe. Supports all modded items Auto Barrelling Mod https://mods.factorio.com/mods/ElecNinja/auto-barrelling I know this is a mod, not vanilla, but at least it's something.
by mattj256
Tue May 02, 2017 5:58 pm
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 3418

Re: Additional Virtual Signals for Operating on Red and Green

Sorry that I'm answering so long. I was too preoccupied in 0.15. Lol no worries, I've been playing a lot of 0.15 too. you could generate a signal at the warehouse if that warehouse is running low on space, instead of trying to compute everything in one place. I understand that you want the circuit ...
by mattj256
Tue May 02, 2017 5:48 pm
Forum: Ideas and Suggestions
Topic: [0.15] Make it easier to see electric wire over copper patch
Replies: 8
Views: 708

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

Thanks ssilk. I'm really loving 0.15. (And probably spending more time playing the game than is good for me.) Keep up the good work.
by mattj256
Mon May 01, 2017 6:39 pm
Forum: Ideas and Suggestions
Topic: [0.15] Make it easier to see electric wire over copper patch
Replies: 8
Views: 708

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

ssilk wrote:The wires are on my list of "needs complete refurbish". And as they are yet, it is obvious for the devs, too.
I know you can't give me a timeframe, but is this on the "to do" list for the devs?
by mattj256
Mon May 01, 2017 6:17 pm
Forum: Ideas and Suggestions
Topic: Generic Barreling/Unbarreling Recipe
Replies: 16
Views: 2706

Re: Generic Barreling/Unbarreling Recipe

If "Move them to a different" tab is the official answer, then they should go in a separate tab in the base game. No, if I'm reading correctly the official answer is "vanilla Factorio is fine the way it is, and if you want them moved to another tab you can install a mod that does this." We're only ...
by mattj256
Mon May 01, 2017 4:40 am
Forum: Mods
Topic: [MOD 0.13.x] No Hand Crafting (0.13.0)
Replies: 54
Views: 59874

Re: [MOD 0.13.x] No Hand Crafting (0.13.0)

Are you going to update this mod for 0.15?

EDIT: jvmguy updated this mod for 0.15:
https://mods.factorio.com/mods/jvmguy/j ... d-crafting
by mattj256
Mon May 01, 2017 12:39 am
Forum: Technical Help
Topic: [0.15.5] Can't connect to multiplayer, then crash when quit
Replies: 1
Views: 428

[0.15.5] Can't connect to multiplayer, then crash when quit

Factorio 0.15.5 Ubuntu Linux 16.04 Linux kernel: 4.4.0-75-generic Intel® Core™ i3-2348M CPU @ 2.30GHz × 4 Graphics: Intel® Sandybridge Mobile 4 GB RAM A little background: single-player is fine. My computer is not especially fast, and when I first bought Factorio I would desync on multiplayer ALL th...
by mattj256
Sun Apr 30, 2017 6:14 am
Forum: Ideas and Suggestions
Topic: [0.15] Make it easier to see electric wire over copper patch
Replies: 8
Views: 708

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

ssilk wrote:The wires are on my list of "needs complete refurbish". And as they are yet, it is obvious for the devs, too.
I was hoping this would be simple - change the wire color or add a small border? I know the devs are hard at work on more important bugs, and I hope they'll be able to fix this as well.
by mattj256
Fri Apr 28, 2017 5:50 pm
Forum: News
Topic: Friday Facts #188 - Bug, Bug, Desync
Replies: 37
Views: 12478

Re: Friday Facts #188 - Bug, Bug, Desync

Ohz wrote:0.15.1 in 3 hours
0.15.3 in 4 days

You are my heroes <3
Wait, you're up to 15.3 already? *Scrambles to read release notes.*
We love you!
by mattj256
Wed Apr 26, 2017 10:23 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Show signals tip on circuit network listeners
Replies: 6
Views: 2293

Re: Suggestion: Show signals tip on circuit network listeners

It would improve the learning curve if you could see at a glance what the input and output signals of a combinator are by mousing over its input and output tiles. If you mouse over a combinator it will show you the input and output of that combinator. I'd love to see the same circuit network inform...
by mattj256
Wed Apr 26, 2017 10:18 pm
Forum: Ideas and Suggestions
Topic: Save custom world presets
Replies: 69
Views: 7687

Re: Save custom world presets

+1
by mattj256
Wed Apr 26, 2017 10:13 pm
Forum: Ideas and Suggestions
Topic: Crafting Menu Addition: Utilities
Replies: 2
Views: 329

Re: Crafting Menu Addition: Utilities

Are you saying the light should be in its own tab by itself? How many tabs do you think there should be, and what should be moved?

For what it's worth, I'd rather stay with four tabs even though some items don't fit perfectly.
by mattj256
Wed Apr 26, 2017 10:05 pm
Forum: Ideas and Suggestions
Topic: Ability to destroy unneeded components of oil processing
Replies: 18
Views: 3305

Re: Ability to destroy unneeded components of oil processing

If you just want to get rid of a liquid you can pump it into a steam engine. (This worked in 0.14. I don't know if it is still valid for 0.15.)
by mattj256
Wed Apr 26, 2017 10:04 pm
Forum: Ideas and Suggestions
Topic: In Research screen, show the tech needed for the science pac
Replies: 6
Views: 1004

Re: In Research screen, show the tech needed for the science pac

If a tech unlocks a science beaker, that tech should be highlighted in some way.
by mattj256
Tue Apr 25, 2017 9:34 pm
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 3418

Re: Additional Virtual Signals for Operating on Red and Green

Now that I've had more time to think about it, I think that if enough people are going to use this then it should be implemented. My concern is that this feature would make the circuit network harder to understand for newbies and intermediate players (like myself) while only being useful to a very s...
by mattj256
Tue Apr 25, 2017 9:14 pm
Forum: Ideas and Suggestions
Topic: Permission System
Replies: 4
Views: 663

Re: Permission System

Ahh, well in order to edit permissions you still have to be an admin. So you don't have to worry about that. As a suggestion, not a bug, could that be clarified in the GUI? I looked at the GUI and I think the OP made a perfectly reasonable assumption. If a permission is "admin only" please include ...

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