Search found 326 matches

by Philip017
Fri Jul 03, 2020 12:07 pm
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 28
Views: 3345

Re: Friday Facts #354 - Launch party and HR power switch

actually in my factory i make a fairly extensive use of them early on, because when the sun is down and i dont have accumulators yet the switch will power down all science and oil processing to not over load my steam setup i haven't expanded. but even in the time that i make use of my first reactor,...
by Philip017
Fri Jun 26, 2020 2:20 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 34
Views: 3940

Re: Friday Facts #353 - Trailer update

oh my doesn't the fff page look different now, prep for 1.0 and looking forward to it. since cyberpunk was delayed don't feel like the couple of weeks you decided to rush 1.0 can't be reclaimed, for that matter if you need another month, take it. as you liked to say, it's ready when it's ready. as f...
by Philip017
Fri Jun 12, 2020 6:08 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 194
Views: 12833

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

wow a flush button, i feel like this probably should have been in the game ages ago, so many pipes I've had to totally remove to fix one bad placement. at least the fluid mixing prevention has helped, but now i place buildings and cant select a recipe because of the fluid mixing prevention logic, th...
by Philip017
Fri Jun 05, 2020 7:12 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 101
Views: 16035

Re: Friday Facts #350 - Electric mining drill redesign

i am also on the bandwagon for longer drilling time, vs moving around, imo the drill before move should be at least 5x the animation time it takes to move to the new location, but also on the point where i was used to the old design harvesting the ground with it's back and forth motion with the circ...
by Philip017
Wed Jun 03, 2020 4:50 pm
Forum: Releases
Topic: Version 0.18.30
Replies: 17
Views: 6643

Re: Version 0.18.30

factorio.com updater is usually updated first because the devs control their own website, pushing it to steam then becomes a steam release update and is done on steam's schedule, sometimes a wait of 2 hours is not out of the ordinary. as for wanting to be one of the first to update, the experimental...
by Philip017
Fri May 29, 2020 1:34 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 8135

Re: Friday Facts #349 - The 1.0 plan

look forward to seeing 1.0 and wish you all the best
by Philip017
Fri May 29, 2020 1:32 pm
Forum: Implemented Suggestions
Topic: Download mods when joining servers automatically
Replies: 10
Views: 2207

Re: Download mods when joining servers automatically

oh brother a 2 year old comment being quoted, yes i know factorio has automatic mod syncing now and it was sorely needed, makes joining a modded game so much better now.
by Philip017
Thu Apr 30, 2020 10:39 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 13723

Re: Version 0.18.22

being on experimental and with the prep for a 1.0 release, expect changes that are going to break mods and change things that would previously have a full version update to change. v18 has already seen alot of mods break because of changes and modifications, expect this to continue as the devs clean...
by Philip017
Fri Apr 24, 2020 5:57 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 5603

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.

oh my anyone complaining about wanting their money back from it being too short, isn't playing it very well. as you so eloquently put it, it took 200 hours of planning to get that 1:15:21 speed run. that in and of it's self an quite a accomplishment, congratulations. as for the biters being able to ...
by Philip017
Fri Apr 10, 2020 9:10 pm
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 4860

Re: Friday Facts #342 - The new old tutorial

sad to see that all the hard work on the NPE is just going to be removed from the game, it would be nice if in some fashion it could remain in the game. perhaps it will be picked up by a mod, i recommend that the assets remain in the game so as to make the NPE re-add-able. although the custom assemb...
by Philip017
Fri Mar 27, 2020 9:16 pm
Forum: News
Topic: Friday Facts #340 - Deep desyncs
Replies: 82
Views: 11515

Re: Friday Facts #340 - Deep desyncs

More NEW official content please, not just bugfixes for mods... We're done with new features. What's left is bug fixes, GUI work, high resolution sprites and icons. i believe this means that only bug fixes and some cosmetic work until 1.0 release, additional content will be relegated to mods, and a...
by Philip017
Fri Feb 28, 2020 10:37 pm
Forum: News
Topic: Friday Facts #336 - Offshore pump redesign
Replies: 51
Views: 7367

Re: Friday Facts #336 - Offshore pump redesign

the look of the new pump is fine, imo the old pump was fine till the terrain changes then it looked like it was pumping off land if you looked at it with minimal water tiles, and once landfilled over they really looked weird. as for making them use power, or burn coal, i think the same reason they h...
by Philip017
Sat Feb 22, 2020 12:54 am
Forum: News
Topic: Friday Facts #335 - Scenario changes, Damage effect filtering
Replies: 57
Views: 6832

Re: Friday Facts #335 - Scenario changes, Damage effect filtering

interesting DOT every 10 ticks instead of every, that should render a decent performance net. however if particle effects are affecting performance delta at such a rate, perhaps cutting their generation by a margin that is configurable by the user could be optional, personally i could use half or on...
by Philip017
Wed Feb 19, 2020 12:59 am
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 8483

Re: Version 0.18.7

RE: new sounds I will revisit this again once all the new sounds have been worked out. but there is still a lot of work that needs adjusting as far as my experience has been, the offshore pumps are overly loud, the nuke heat pipes are also too loud, the assemblers are very mute, the belts are static...
by Philip017
Fri Feb 14, 2020 5:24 pm
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 8464

Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect

humm poison is going from a cloud of radioactive green to a cotton candy blue, i would suggest that it remain the radioactive green color, for anyone that has played killingfloor2 their healing cloud is blue and the poison is green, i realize that is a small detail, but sharing my feedback.
by Philip017
Tue Jan 28, 2020 8:03 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 182
Views: 31076

Re: [MOD 0.15.x] Mining Space Industries

hello, i was playing in 18.0 and 18.1 and the mod was working fine, but now in 18.2 on load giving error: Mods to disable:Failed to load mods: __Mining-Space-Industries__/data.lua:10: __Mining-Space-Industries__/prototypes/robots.lua:121: attempt to call global 'flying_robot_sounds' (a nil value) st...
by Philip017
Fri Jan 24, 2020 9:00 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 21877

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

i personally dont see anything wrong with the current character gui best wishes to dominik in his future endeavours I would hope that the fluid optimizations would make 1.0, i know it will be tough and time consuming, but i know you have the people with the skill to do it. boskid you have worked on ...
by Philip017
Tue Jan 21, 2020 11:36 pm
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 44585

Re: Version 0.18.0

Because most mods should work without problems, this is how to "convert" them from 0.17 by yourself. this method is probably not going to work for many mods, however if this method is confusing for you i have done it with some mods by simply changing the info.json file inside the mod to change the ...
by Philip017
Fri Jan 17, 2020 8:28 pm
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 10887

Re: Friday Facts #330 - Main menu and File Share Shenanigans

i am very interested in how the continue button would work, i would prefer continue in multiplayer as well as single player, making them a subset instead of at the top, thus i can continue my last single player game, or continue my last multiplayer server joined, i would like it if, it would also te...
by Philip017
Fri Jan 10, 2020 10:28 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 9454

Re: Friday Facts #329 - Campaign reassessment

oh my no story at all, well even a simple story, like the one you currently have, would be better than no story at all. that is man crashes on planet, and has to build a rocket to get off, though having an end animation bit where he get on the rocket and flys away to end would be nice to have. i kno...

Go to advanced search