Search found 203 matches

by mattj256
Sun Nov 06, 2016 3:57 am
Forum: Ideas and Suggestions
Topic: UI improvement: "smart" pipe-to-ground
Replies: 2
Views: 1006

Re: UI improvement: "smart" pipe-to-ground

Nooooo. If I mix two fluids together it sometimes destroys one fluid and puts the wrong fluid in the wrong pipes. Then I have to rip up all the pipes and relay them. This is a huge pain in the neck. When I'm laying pipes I want the process to be totally predictable, and the computer shouldn't guess ...
by mattj256
Sun Nov 06, 2016 3:40 am
Forum: Resolved Problems and Bugs
Topic: [0.14.17] Linux version doesn't filter games list by version
Replies: 8
Views: 5457

Re: [0.14.17] Multiplayer browser filter for version number

I have the same problem as the OP. I run Ubuntu Linux version 16.04. Can this be classified as a bug and moved to the appropriate forum? ;)
by mattj256
Sun Nov 06, 2016 3:35 am
Forum: Ideas and Suggestions
Topic: Remove the "Built by" field in single player
Replies: 2
Views: 1074

Re: Remove the "Built by" field in single player

What about if you have loaded a map from somebody else, meaning that you did not build everything? If you're playing single-player I don't see why this information needs to be displayed on screen. It could still be stored internally. I thought the original purpose for the "built by" tag w...
by mattj256
Sun Nov 06, 2016 3:16 am
Forum: Ideas and Suggestions
Topic: Numerical slide intervals 90-100-200 and 900-1000-2000
Replies: 7
Views: 2024

Re: Numerical slide intervals 90-100-200 and 900-1000-2000

I think there was a suggestion (related to the circuit network) to display the five most recently used values in addition to the slider. I did a quick search but couldn't find it. If I remember correctly Siggboy likes to use 4294967296 (or was it 2147483648?) Each player is going to have their own &...
by mattj256
Sun Nov 06, 2016 2:59 am
Forum: Ideas and Suggestions
Topic: Prioritize player requests along with other requests
Replies: 16
Views: 3599

Re: Prioritize player requests along with other requests

The player acts like any normal requester chest in the logistics network - there's no special logic involved - it's literally the same code that fulfills normal requester chests that fulfills the player requester chests. I'm surprised to hear it works this way. Making it work otherwise would waste ...
by mattj256
Sun Nov 06, 2016 2:08 am
Forum: Ideas and Suggestions
Topic: Transporting Power in Bateries
Replies: 3
Views: 1899

Re: Transporting Power in Bateries

You can already store power in accumulators near each outpost. If you want to be fancy you can put each outpost on its own electric network, as described in this post: https://wiki.factorio.com/Accumulator#Isolation_of_Power_Networks You can also use the circuit network with a power switch to ensure...
by mattj256
Sun Nov 06, 2016 1:55 am
Forum: Implemented Suggestions
Topic: Hand crafting should pause if your inventory is full
Replies: 14
Views: 3451

Re: Hand crafting should pause if your inventory is full

The development team decides what they're going to work on and what is a priority, what is expected behavior and what is not. The forum is an opportunity for us to influence the developers but it's not a democracy. In general I'm very pleased with the prioritization -- after 0.14 was released there ...
by mattj256
Sun Nov 06, 2016 1:02 am
Forum: Ideas and Suggestions
Topic: Combining, Splitting, and Balancing Large Numbers of Belts
Replies: 69
Views: 20950

Re: Combining, Splitting, and Balancing Large Numbers of Belts

I like the game's design as it stands. If you're obsessive and have a lot of time on your hands you can figure out how to do this with nothing but splitters and underground belts. If you're like me you can look it up online and try to memorize it. Or you can take the newbie approach and do a simple ...
by mattj256
Fri Nov 04, 2016 3:09 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 63464

Re: Friday Facts #162 - Theme Art Again

Great change! It always seemed strange that genocide was mandatory in order to progress and finish the game, that machines would literally run on dead biter babies I agree that killing biters shouldn't be a primary goal. (It doesn't bother me if alien artifacts have some optional benefit, nor does ...
by mattj256
Fri Oct 14, 2016 6:29 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 115050

Re: Friday Facts #160 - Playtesting

Merging items with different health: Please do not. Could you instead add a mechanic to allow pocket repairs? Maybe it's a module in the armor, maybe it's a research that just enables the capability, but rather than potentially losing items because of picking them up unfixed, allow them to be fixed...
by mattj256
Thu Oct 13, 2016 10:07 pm
Forum: Gameplay Help
Topic: Multiple roboports hooked up to circuit network item count
Replies: 2
Views: 1333

Re: Multiple roboports hooked up to circuit network item count

Hi thatguy321. First of all, I think the circuit network is the hardest part of the game to understand. So don't worry if you don't get it right away. A chest with 50 iron plates is going to add 50 to whatever the value is for "iron plates." If you have two chests and each chest has 50 iro...
by mattj256
Tue Oct 11, 2016 4:22 am
Forum: Technical Help
Topic: factorio website application error
Replies: 3
Views: 1058

Re: factorio website application error

hi i want to buy the game but the website give me a error and cant acces to website help plz The website is down. I've been playing this game for six months and this is the first time I've ever seen this happen. I believe it's 6am in the developers' time zone. The problem has already been reported ...
by mattj256
Sun Sep 04, 2016 12:45 am
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31809

Re: [MOD 0.13.x] HardCrafting 0.4.3

Great, thanks judos! Hopefully there won't be too many changes needed for 0.14.
by mattj256
Thu Sep 01, 2016 1:25 am
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31809

Re: [MOD 0.13.x] HardCrafting 0.4.3

Will the mod be updated for 14.0?
I recently started another playthrough with HardCrafting and I'm stuck playing Factorio 0.13.19.
by mattj256
Mon Aug 29, 2016 5:04 pm
Forum: Releases
Topic: Version 0.14.1
Replies: 21
Views: 23778

Re: Version 0.14.1

This is great! I can finally play multiplayer!! My computer isn't that fast, my network connection is ok but not great, and I tried multiplayer months ago but I was the cause of too many desyncs so I gave up. On Saturday I had an epic multiplayer session. I played for hours and no desyncs! (We did h...
by mattj256
Fri Aug 26, 2016 8:14 pm
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 90587

Re: Circuit network features for 0.14

Rockstar04 wrote:To prevent confusion, the devs may want to update this thread to reference version 0.15 now, since 0.14 is out with only the MP updates.
+1
by mattj256
Fri Aug 26, 2016 8:13 pm
Forum: Ideas and Suggestions
Topic: Excavation / moat
Replies: 11
Views: 8487

Re: Excavation / moat

Like this. Would effectively prevent from digging away a small land-bridge over a lake that closes the connection to a biter village near your factory. Yes, if your base is already mostly surrounded by water it should be either illegal or very very expensive to dig further. How about giving enemies...
by mattj256
Fri Aug 26, 2016 7:51 pm
Forum: Ideas and Suggestions
Topic: Train Exit Side
Replies: 41
Views: 12124

Re: Train Exit Side

The simplest exit strategy would be - exit where the mouse pointer is. No, that's a bad idea because it's not at all intuitive. It should either be always on the same side or there should be some simple logic that determines which side. (For example: always exit left unless it would put the charact...

Go to advanced search