Search found 291 matches

by Philip017
Fri Sep 13, 2019 8:04 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 131
Views: 9290

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

well i for one really appreciate the "optional" fixes for pipe fluid mixing, because having to rip up a huge pile of pipes because of one pipe that i placed badly makes for frustrations beyond a little annoying, so a great many thanks to you for patching all the multitude of bugs that come as part o...
by Philip017
Wed Sep 11, 2019 1:47 pm
Forum: Mods
Topic: [MOD 0.17+] Industrial Revolution (0.99.x)
Replies: 487
Views: 40722

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

i know it says incompatible with squeak through, but i mainly use squeak through because trees are such a pain to walk through, i dont suppose there is an alternative mod that will work but fix the tree issues? thanks for the mod.
by Philip017
Tue Sep 03, 2019 7:27 pm
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 10780

Re: Friday Facts #310 - Glowing Heat pipes

some people cant just be happy with the glowing pipes they need more immersion into the colors and brightness, but i think it looks great, so keep up the good work! im the guy who brought you immersive laser beam glow. sorry for improving the game. lol no, thank you for doing your part to make it b...
by Philip017
Tue Sep 03, 2019 7:22 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.65] While catching up to an MP game some buttons do nothing
Replies: 7
Views: 2082

Re: [Twinsen][0.17.65] While catching up to an MP game some buttons do nothing

i think instead of immediate disconnection, it should give a pop up, really disconnect, click yes, no, if they click nothing and finish connecting the pop up goes away. this would fix unintentional immediate disconnection when pressing ESC.
by Philip017
Fri Aug 30, 2019 5:30 pm
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 10780

Re: Friday Facts #310 - Glowing Heat pipes

some people cant just be happy with the glowing pipes they need more immersion into the colors and brightness, but i think it looks great, so keep up the good work!
by Philip017
Fri Aug 23, 2019 3:19 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 283
Views: 16947

Re: Friday Facts #309 - Controversial opinions

My 2¢ - Inserters should not chase items Would be ideal, so long as they only pickup the item needed, sushi belts should still be viable, if this is not the case, then it will make belts alot more complex, we will need extra long inserters (3 wide), or adjustable ones. - Blueprint import/export shou...
by Philip017
Fri Aug 09, 2019 5:50 pm
Forum: Releases
Topic: Version 0.17.63
Replies: 21
Views: 7662

Re: Version 0.17.63

Almost a full day (22ish hours) in fact, considering the time of the posts. Yes, it was short, yes it was an error to consider a warning on the modding discussions board (mostly read by the modders) had the same impact as a line in the chagelog (read by all), and no, nobody remembered that aborted ...
by Philip017
Wed Aug 07, 2019 2:37 pm
Forum: Releases
Topic: Version 0.17.63
Replies: 21
Views: 7662

Re: Version 0.17.63

The change is listed in the 0.17.61 changelog because it was first introduced in that version and then reverted because it was causing crashes. This is why it did not end up in the 0.17.63 changelog. The implementation is the same as for any modding feature restriction. That's just how the modding ...
by Philip017
Tue Aug 06, 2019 7:25 pm
Forum: Releases
Topic: Version 0.17.63
Replies: 21
Views: 7662

Re: Version 0.17.63

Why is there no mention to changes to fluid box connections in entities? There definitely was some change, since several mods broke due to it. https://forums.factorio.com/viewtopic.php?f=34&t=70603 ... ? should probably be listed in the changes area of this update. at the first post. many mods have...
by Philip017
Mon Jul 29, 2019 2:34 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 968
Views: 40049

Re: Friday Facts #305 - The Oil Changes

“Rocket fuel is 10% more expensive with the same energy value.” “Move Rocket fuel to a chemical plant.” Rocket fuel was already losing energy value before, so it just gets a bit worse, with productivity modules still being able to turn it into a gain. The gain however becomes rather small and I hav...
by Philip017
Fri Jul 26, 2019 2:52 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 968
Views: 40049

Re: Friday Facts #305 - The Oil Changes

i think this is a better decision about the oil changes than was previously, but there was a mod out for changing chemical science to use heavy instead of gas, an interesting idea for sure, perhaps you looked at it and decided to just go with the gas straight up and bump heavy a bit to fix our need ...
by Philip017
Thu Jul 25, 2019 10:17 pm
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 11072

Re: Version 0.17.59

I am thankful the devs are reconsidering the changes they had planned in the FFF and have not implemented them as of yet. 17.59 is with out the changes to the science for robots and oil changes. hurray! :D if you couldn't tell i was against these changes. however, i still would like to see the chang...
by Philip017
Mon Jul 22, 2019 7:39 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 37522

Re: Friday Facts #304 - Small bugs; Big changes

Getting robots a bit later is quite tough to justify as being a good thing on the first sight (my own reaction to hearing this idea from kovarex was WTF, but then quickly calmed down when thinking about it a bit), but there's a lot of factors that soften this. The extra additional delay really isn'...
by Philip017
Sat Jul 20, 2019 5:22 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 37522

Re: Friday Facts #304 - Small bugs; Big changes

after reading several people's comments my vote is to leave basic oil as it is. add flare stacks, with proper valves, top off, over flow perhaps these can be added to fluid management. instead of dumbing down the game, add better fluid management, sure cracking is better than burning it off, but bet...
by Philip017
Fri Jul 19, 2019 11:39 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 37522

Re: Friday Facts #304 - Small bugs; Big changes

basic oil processing..... well for starters, i would run some of my refineries on basic all game long specifically because they produce more heavy oil for lube. necessary when building blue belts later in the game. :idea: i do like that the water side is closed now and i can build my entire setup in...
by Philip017
Fri Jul 12, 2019 4:34 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 11977

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

at the rate that the factorio developers patch the game, and fix game breaking bugs, i absolutely have no problem playing the experimental version. if i encounter a game breaking bug, i can revert to the previous version if i want to continue my game now, or i can wait a day or two and the super fas...
by Philip017
Thu Jul 04, 2019 8:02 pm
Forum: Releases
Topic: Version 0.17.54
Replies: 55
Views: 8623

Re: Version 0.17.54

[*]Better latency hiding in multiplayer when experiencing connection issues. Less issues with rubber-banding or character teleporting. [*]Latency hiding is no longer completely disabled when the character is shooting. Character position and animation are still not latency-hidden while the character...
by Philip017
Fri Jun 28, 2019 10:18 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 7808

Re: Friday Facts #301 - Crash site: First state

rseding i love that you love to fix bugs, and im sure alot of folks here appreciate it as well, keep up the good work!

the new animations look interesting, i cant wait to see them in the game.
by Philip017
Mon Jun 24, 2019 10:34 pm
Forum: Mods
Topic: [MOD 0.16-0.17] Leighzer's Morphite
Replies: 6
Views: 675

Re: [MOD 0.16-0.17] Leighzer's Morphite

re factorio v17.52 mod version 0.2.7 error when launching the game code snip from log file. error occurs with others and only this mod installed. 2.022 Loading mod leighzermorphite 0.2.7 (data.lua) 2.024 Error ModManager.cpp:1319: Failed to load mod "leighzermorphite": __leighzermorphite__/data.lua:...
by Philip017
Fri Jun 14, 2019 6:03 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 8861

Re: Friday Facts #299 - Everything is more complex than expected

but would still love to see a message 10 seconds before the inevitable forced stand still. As saving is bound to map tick it might be possible to mod that. No idea how it behaves if you change the autosave-interval in the middle of the game though. if you are an experienced modder, perhaps you coul...

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