Search found 16 matches

by DarkMatterMatt
Fri Aug 14, 2020 9:25 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 208
Views: 61970

Re: Friday Facts #360 - 1.0 is here!

Goodbye FFF :'( It's been a very long time since I last played (think pre-0.15), but it's become a weekly routine to read the Friday Facts. I've loved hearing about how you've implemented so many of your amazing features - things we needed but didn't even know we wanted! It's an end of an era, but m...
by DarkMatterMatt
Fri Aug 31, 2018 9:32 am
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 40374

Re: Friday Facts #258 - New autoplace

Nice! Seems like a lot of effort just so players don't need to spam "regenerate", but awesome work nonetheless :)
by DarkMatterMatt
Fri Aug 24, 2018 8:13 am
Forum: News
Topic: Friday Facts #257 - NPE/Campaign update
Replies: 111
Views: 33494

Re: Friday Facts #257 - NPE/Campaign update

I assume underground belts work across the shallow water? If that's the case make sure you make the gaps big so players can't just 'import' resources from different areas.
by DarkMatterMatt
Fri Jul 06, 2018 9:33 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 36250

Re: Friday Facts #250 - Dead end conclusion

+1 to the Reddit idea (having a file explorer view without items)

https://www.reddit.com/r/factorio/comme ... blueprint/
by DarkMatterMatt
Fri Jan 26, 2018 9:58 pm
Forum: Releases
Topic: Version 0.16.20
Replies: 7
Views: 12113

Re: Version 0.16.20

Fixed that the cancel craft, import blueprint and blueprint book buttons didn't work.
Yay :)
by DarkMatterMatt
Fri Jan 26, 2018 7:48 pm
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 31612

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

Production score: you will earn points for the amount of items your factory produces, and teams will compete to earn the most points.
Can you exploit the score by barrelling then unbarrelling? You'd really need to make reversible crafting pointless (give no points)
by DarkMatterMatt
Mon Jan 22, 2018 7:09 pm
Forum: Modding help
Topic: [0.16.16] Incorrect blueprint being built
Replies: 4
Views: 1255

Re: [0.16.16] Incorrect blueprint being built

Okay, so the blueprint wasn't correctly created.

Why does the in-game blueprint planner correctly render, then place down ghosts that are in the wrong place?
by DarkMatterMatt
Mon Jan 22, 2018 8:50 am
Forum: Modding help
Topic: [0.16.16] Incorrect blueprint being built
Replies: 4
Views: 1255

[0.16.16] Incorrect blueprint being built

The substations, big electric poles and splitters are being placed incorrectly. The blueprint is from this thread: https://forums.factorio.com/viewtopic.php?f=8&t=37227 and was converted via factoriolayouts.com, so it may be the blueprint at fault. The reason this is a bug is that the preview of...
by DarkMatterMatt
Mon Jan 22, 2018 8:45 am
Forum: Show your Creations
Topic: Compact Belts Factories & Inserters Machine
Replies: 11
Views: 15727

Re: Compact Belts Factories & Inserters Machine

Can anyone confirm that the blueprint does not build correctly in 0.16? 0eJy9XVtP67oS/iuoz2QpvsRJjs7L+R1bS6i0AaLdm9KUvdES//2kKVC79sQz48ALAprOZ8+M5+ax82fxuDk1h67d9Yv/3P1ZNLu+7dvmOPzx159F2zfbj19X+9P4iLy/G/89/Lponp6aVd++tv1btt2vT5smk4v338MTI5m3h91p+9h0w6Ni+F/XrNpDc/7e8dA0649vLIZPdsvt+P/l8dhsHzft7jnbLlc...
by DarkMatterMatt
Thu Jan 18, 2018 5:56 am
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 309319

Re: Combinators 101

CzeJacob wrote:https://imgur.com/a/eY54y
can you handle this? I do not know how to do it :ugeek:
If you wait a week this functionality will be added to splitters in-game. https://www.factorio.com/blog/post/fff-225
by DarkMatterMatt
Mon Jan 08, 2018 8:10 am
Forum: Won't fix.
Topic: [wheybags][0.16.15] Unintentional behavior to pump into wagon on curve
Replies: 1
Views: 945

[wheybags][0.16.15] Unintentional behavior to pump into wagon on curve

You can place a straight rail going nowhere to enable pumping into fluid wagons which are just on the edge of a curve. https://www.reddit.com/r/factorio/comments/7ox41x/til_add_a_straight_rail_to_pump_into_a_wagon_on/ And if no-one's made a bug report on my previous find, you can do the same thing t...
by DarkMatterMatt
Wed Dec 20, 2017 4:22 am
Forum: Modding help
Topic: Non-straight underground belts
Replies: 4
Views: 850

Non-straight underground belts

Is it possible to use the built-in type "underground-belt" to create non-straight (i.e. moves five right, one up) underground belts? I'd like to make a belt which looks "right" when traversing cliffs, so going down a cliff would make the belt go down one tile. Ideally I would be ...
by DarkMatterMatt
Sun Dec 17, 2017 11:46 pm
Forum: Duplicates
Topic: [16.5] Placing Wooden Power Pole "Inserter::update" MR
Replies: 7
Views: 1515

Re: [16.5] Placing Wooden Power Pole "Inserter::update" MR

Happened to me too, pretty sure I was placing a wooden pole.
by DarkMatterMatt
Sun Oct 22, 2017 9:53 pm
Forum: Resource Spawner Overhaul
Topic: Resources spawning on tiny islands in/around water
Replies: 8
Views: 2216

Resources spawning on tiny islands in/around water

I was having the issue with resources spawning on water ( https://forums.factorio.com/viewtopic.php?t=52937 ). Updating RSO fixed this. Now I have a slightly different issue, resources no-longer spawn on water, but they do spawn on tiny islands in the middle of water (see image). The islands are not...
by DarkMatterMatt
Wed Aug 16, 2017 8:46 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 251676

Re: [0.15.x] Bob's Mods: General Discussion

Are there mod descriptions anywhere? https://mods.factorio.com/top Seems to be primarily Bob's Mods (congratulations on making such popular mods) but the descriptions are somewhat lacking. For example, the Bob's Plates mod (also known as Bob's Metals, Chemicals and Intermediates) has a descriptions ...

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