Search found 357 matches

by Philip017
Fri Mar 15, 2019 6:51 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.12] New setup blueprints are destroyed on with Q
Replies: 7
Views: 3373

Re: [kovarex] [0.17.12] New setup blueprints are destroyed on with Q

i got used to pressing q to get rid of the blueprint in my hand, whatever it was, if i wanted to keep it, i'd open my inventory and click an empty spot, now it's saved and i can keep it for use again if i make a temporary blueprint and don't put it in my inventory or blueprint book, it going poof is...
by Philip017
Fri Mar 08, 2019 6:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
Replies: 23
Views: 9101

Re: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)

Actually I believe, that sometimes we do that. I don't remember exact example now. i can think of an example, you are early game and out of bullets, running as fast as you can for your car holding the enter/exit button to get in as soon as you are in range, come on just a little further, in and zoo...
by Philip017
Fri Mar 08, 2019 6:14 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags][0.17.7] First campain crashed because compilatron deconstructed the lab and some other issues
Replies: 4
Views: 2927

Re: [wheybags][0.17.7] First campain crashed because compilatron deconstructed the lab and some other issues

i have yet to try the npe, but compilatron should not destroy anything, and needs to learn to walk around stuff, wtf i have seen so many bug reports about him destroying stuff, why would you make him like that? ok nuf said, just if he didn't destroy things when walking around then you wouldn't have ...
by Philip017
Thu Mar 07, 2019 10:40 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
Replies: 23
Views: 9101

Re: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)

i would think that enter exit would not fire unless you actually entered a vehicle, otherwise it would continue to hold waiting for a vehicle to be close enough to enter. not sure of that makes sense. at any rate thanks for the update, i know you guys are hard at work and i appreciate the feedback. ...
by Philip017
Wed Mar 06, 2019 7:43 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
Replies: 23
Views: 9101

Re: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)

note this is still the case for 17.7 released today. i would like to know if there is any possibility to having this issue addressed, be it considered: not a bug, pending, minor issue, or we aint gona fix it so deal with it. thanks. Edit: Posila posted a note about keybindings issues, however as als...
by Philip017
Tue Mar 05, 2019 11:22 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 61170

Re: Personal robots prioritizing nearest first

i know there are lot of brilliant programmers for you lot out there and with factorio becoming even more multi threaded, i dont see why personal robots cant have their own thread or for that matter every logistics zone have it's own thread. it may require someone with the access and ability to rewri...
by Philip017
Mon Mar 04, 2019 6:09 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar
Replies: 9
Views: 6858

Re: [Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar

Maybe related: I was just very confused by the new deconstruction planner mechanic in combination with the shortcut bar. I opened the decon-planner from the tool-menu and placed it in the shortcut menu. The red icon appeared and everything seems to be good. Until I dropped the decon-planner from my...
by Philip017
Sun Mar 03, 2019 5:17 pm
Forum: Releases
Topic: Version 0.17.4
Replies: 54
Views: 32132

feedback 0.17.4

Not sure if this is the right area, mods please feel free to move if not. First off, the changes to 17 add ALOT of nice items, and i really appreciate everything you have added and all the hard work you have put into the game to make it that much better! new tool bar: loving the equipment toggles, a...
by Philip017
Thu Feb 28, 2019 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
Replies: 23
Views: 9101

Re: [0.17.3] Picking up items from ground doesn't work

I am having the same issue https://forums.factorio.com/viewtopic.php?t=65280 double binding 'keypad enter' (or any other matching keys) to 'pickup item from ground' AND also having it bound to 'enter/exit vehicle' results in not picking up anything from ground. still works for entering and exiting v...
by Philip017
Wed Feb 27, 2019 2:25 am
Forum: Not a bug
Topic: [0.17] Rocket Silo Power Consumption
Replies: 2
Views: 1188

Re: [0.17] Rocket Silo Power Consumption

don't worry when i first started playing i said the same thing, the tool tip could be better however. i even set up a circuit contraption to not overload my power grid thinking it was going to draw that much power while building the rocket my first time around. technically if you built the entire ro...
by Philip017
Wed Feb 27, 2019 2:19 am
Forum: Not a bug
Topic: [0.17.0] new game: new items are not appearing on toolbar
Replies: 4
Views: 1774

Re: [0.17.0] new game: new items are not appearing on toolbar

well the tool bar is no longer a inventory slot, if you have read any of the recent FFFs then you would know it is now only a shortcut bar. i think it works better this way.
by Philip017
Tue Feb 26, 2019 11:51 pm
Forum: Duplicates
Topic: [0.17.0] key binding issue
Replies: 4
Views: 1450

[0.17.0] key binding issue

double binding 'keypad enter' (or any other matching keys) to 'pickup item from ground' AND also having it bound to 'enter/exit vehicle' results in not picking up anything from ground. still works for entering and exiting vehicle.
previously this worked fine in v16 and previous.
by Philip017
Tue Feb 26, 2019 11:21 pm
Forum: Not a bug
Topic: [0.17.1] cursor not showing total amount of items
Replies: 4
Views: 1453

Re: [0.17.1] cursor not showing total amount of items

i was also under the impression that the full item count was going to be displayed in the curser and not just the stack amount.
Please reconsider this.
by Philip017
Tue Feb 26, 2019 11:14 pm
Forum: Not a bug
Topic: [abregado] [0.17] Inserters remove fuel from miner instead of ore – miner then refuses to work
Replies: 3
Views: 1364

Re: [abregado] [0.17] Inserters remove fuel from miner instead of ore – miner then refuses to work

i have never actually tried to take anything from miners with an inserter like that. only put fuel into the miner with an inserter. all miners drop their ores on the ground/belt/chest/another miner in front of them. perhaps the inserter will refuse to work instead of taking the fuel, repercussions o...
by Philip017
Sat Feb 23, 2019 11:01 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 156341

Re: Friday Facts #283 - Prepare to Launch

regarding spawner pollution hoarding, i guess that means that the blinking away of the pollution on the map indicating the presence of a new base will be minimized Why would that be ? have i've built a sizeable pollution cloud and the biters expand into the pollution zone and i check the map, but d...
by Philip017
Fri Feb 22, 2019 10:44 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 156341

Re: Friday Facts #283 - Prepare to Launch

I really hope that the new fluid algorithm will be included in one of the subversion's of 17, and that all that work is not disregarded because of the issues that were found. hope you are able to find a solution that works. regarding the pollution dissipation rate. it took several maps to figure out...
by Philip017
Mon Feb 11, 2019 1:55 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 43735

Re: Friday Facts #281 - For a Few Frames More

I added the option few years ago for development purposes. Back than the game was loading for over 20 seconds on our computers and it was kind of tidious to wait when we were launching the game tens or maybe even 100 times a day. My tests showed the game loads pretty much at the same time with atla...
by Philip017
Sat Feb 09, 2019 12:39 am
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 43735

Re: Friday Facts #281 - For a Few Frames More

Vanilla without mods loaded in 15 seconds by default and became 7 seconds with the cache enabled. The atlas cache was then created as a 2.38GB file in the Factorio folder. Enabling my mods it went from 1:37 load time to 1:13. The atlas cache file was 5.94GB. Those who use mods would need the most i...

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