Search found 203 matches

by mattj256
Sat Mar 25, 2017 5:25 am
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 32218

Re: How to deal with griefers

When a player is kicked or banned, I would love for that to be aggregated somewhere.
The actual decision of whether to kick or ban should be left in human hands.

Admins should be able to set some threshold of who is allowed to join their server. (Example: no more than three bans in the last 30 days ...
by mattj256
Sat Mar 25, 2017 5:15 am
Forum: Ideas and Suggestions
Topic: Train Station: Option to require stop
Replies: 7
Views: 4246

Re: Train Station: Option to require stop

It's already possible to use chain signals to make sure that a train doesn't enter a section of track unless it can also exit.
Can you give an example of when the train takes the wrong path?
by mattj256
Fri Mar 24, 2017 7:36 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 163
Views: 66696

Re: Roboports should output missing materials to circuit network

PacifyerGrey wrote: By unsatisfied I mean that there are no bots currently in progress of carrying the item to its destination.
If a request is unsatisfied, that could mean the item isn't available or there aren't enough construction/logistic robots. It's important to be able to distinguish between these two cases.
by mattj256
Fri Mar 24, 2017 7:28 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 87502

Re: Friday Facts #183 - Aiming for the release date

I am so excited for 0.15! (Even if it takes 4-6 weeks or whatever.)

Have you thought about releasing 0.15 without nuclear power? Nuclear power is exciting but I (personally) don't think it's worth delaying the release for weeks. You can push nuclear power into a much smaller 0.16 release, similar ...
by mattj256
Tue Mar 21, 2017 2:07 am
Forum: Ideas and Suggestions
Topic: [SERVER] Protection vs Griefer
Replies: 29
Views: 13297

Re: [SERVER] Protection vs Griefer

"undo" is never going to happen.
If a griefer places a deconstruct order, I would love to be able to do a construction order to place ghost images for what used to be there.
If a deconstruct order is caught early it can be canceled, but once entities have been removed it's a pain to reconstruct ...
by mattj256
Tue Mar 21, 2017 1:47 am
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 163
Views: 66696

Re: Roboports should output missing materials to circuit network

I'll jump on this one and say this is a feature I would love too. It would make it possible to do on-demand production without excessive buffering everywhere (buffering in chests, buffering in cargo wagons, etc...)
I don't see why this is a good idea. It's not that hard to keep a small buffer on ...
by mattj256
Fri Mar 17, 2017 11:56 pm
Forum: Ideas and Suggestions
Topic: Quickstart
Replies: 2
Views: 1583

Re: Quickstart

Hi metzger43.

Here's a mod I think you would like:
"Skip First Hour"
https://mods.factorio.com/mods/ToadRoach/Fastforward-Start

If you want this change to be in vanilla I respectfully disagree. "Normal" Factorio takes some time to get everything up and running, and if you are bored by the ...
by mattj256
Fri Mar 10, 2017 8:18 pm
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 46482

Re: Friday Facts #181 - Calm before the storm

I'm super excited about 0.15! Let's see if I can finish my SpaceX playthrough before you can release 0.15. ;)
by mattj256
Tue Mar 07, 2017 6:12 am
Forum: Ideas and Suggestions
Topic: Automatically deploy combat robots when near enemies
Replies: 4
Views: 2595

Re: Automatically deploy combat robots when near enemies

How will you automate that, how many numbers should be released then if this is automated?
3. Shortcut/hotkey to launch up to ten more combat robots.
I dunno. for me it depends to so many reasons if I launch 5, 15 or 100 robots, that I would not make that automateable. Press button until enough ...
by mattj256
Tue Mar 07, 2017 6:00 am
Forum: General discussion
Topic: Challenge: Build the fastest glider (and win something!)
Replies: 72
Views: 44519

Re: Challenge: Build the fastest glider (and win something!)

Holy cow. Congratulations everyone who submitted. I never saw that trick with roboports and burner inserters, so I was messing around with trains, boilers, and steam engines. I never got mine totally working and I never felt like it would be competitive so I never submitted it.

Now that the contest ...
by mattj256
Sat Mar 04, 2017 7:22 pm
Forum: General discussion
Topic: switch from .14 to .15 - savegame compatibility
Replies: 29
Views: 27392

Re: switch from .14 to .15 - savegame compatibility

Kane wrote: Not a bad idea he could with his map changes add some sort of new changes or migration icons on the map :)
Or (as I believe someone else suggested) a way to automatically highlight all entities of a specific type. Like highlight all transport belts, or all pumps, or whatever.
by mattj256
Sat Mar 04, 2017 7:19 pm
Forum: Ideas and Suggestions
Topic: Droids Pathfinding
Replies: 14
Views: 7687

Re: Droids Pathfinding

Current state of discussion: This is only needed, if the game would need us to build U-shaped robot-areas. But that is not the case. :)
If you have a large lake/ocean, it would be nice if the robots followed the base instead of taking the most direct path and running out of power over the ocean ...
by mattj256
Sat Mar 04, 2017 7:14 pm
Forum: Ideas and Suggestions
Topic: Automatically deploy combat robots when near enemies
Replies: 4
Views: 2595

Automatically deploy combat robots when near enemies

TL;DR: Combat robots in my inventory should be automatically deployed when I'm near enemies. I shouldn't have to click 100 times to launch 100 robots.

Original thread: create an entity that fits in armor slots to launch combat robots automatically.
https://forums.factorio.com/viewtopic.php?f=6&t ...
by mattj256
Sat Mar 04, 2017 7:10 am
Forum: Ideas and Suggestions
Topic: Signal gantries
Replies: 5
Views: 3014

Re: Signal gantries

My comments are not so much outlining a problem as, highlighting a personal (so not very important), wish.
Nothing wrong with asking for what you want. Who knows, maybe the devs will implement this at some point. I'm not saying that all popular requests get implemented, but the devs certainly take ...
by mattj256
Sat Mar 04, 2017 6:27 am
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 86483

Re: Friday Facts #180 - Map interaction


3. Have a "heat" map based on how much electricity objects are using.

+1

If I have a lot of steam engines all next to each other, I'd like the steam engine icon to appear automatically. Same for solar+accumulators. Same for assembling machines that all have the same recipe.

The power grid view ...
by mattj256
Fri Mar 03, 2017 11:17 pm
Forum: Ideas and Suggestions
Topic: Signal gantries
Replies: 5
Views: 3014

Re: Signal gantries

Straight rail in Factorio takes up a 2x2 tile area. (You can turn on "show tiles" in the graphics settings and pause the game with shift-space to see the individual tiles.)
As far as I know the rails have always been 2x2, and the devs are hard at work making better art for the upcoming 0.15 release ...
by mattj256
Fri Mar 03, 2017 11:10 pm
Forum: Ideas and Suggestions
Topic: Waste production Mod/Development proposal
Replies: 41
Views: 25769

Re: Waste production Mod/Development proposal

Here are some examples of mods that satisfy some of what the OP wants:

Wear and Tear
The "Wear and Tear" mod (which I've never used) has machines degrade after they have been used for a long time. When a machine is degraded it produces more pollution and is less efficient. The mod also allows ...
by mattj256
Fri Mar 03, 2017 10:53 pm
Forum: Ideas and Suggestions
Topic: Droids Pathfinding
Replies: 14
Views: 7687

Re: Droids Pathfinding

Or don't build your base in a horseshoe shape. Yes, I agree that this behavior is unlikely to change so it's just a constraint to work around.
by mattj256
Fri Mar 03, 2017 10:52 pm
Forum: Ideas and Suggestions
Topic: Modular vehicles
Replies: 7
Views: 4738

Re: Modular vehicles

Matteo wrote:what about remote controlling of vehicles?
There's a mod that does this: AAI Programmable Vehicles

Does that help or you want to see this in vanilla?
by mattj256
Fri Mar 03, 2017 10:48 pm
Forum: Ideas and Suggestions
Topic: Combat robots in armor slots
Replies: 1
Views: 1157

Combat robots in armor slots

TL;DR: Make an entity that can dispatch combat robots and fits into armor slots, similar to the personal roboport.

The original suggestion: stop construction bots from entering combat.
https://forums.factorio.com/viewtopic.php?f=6&t=41342

The problem: construction robots repeatedly follow each ...

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