Search found 356 matches

by Philip017
Tue Aug 15, 2017 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [15.32] blueprints not downloading
Replies: 4
Views: 3532

Re: [Oxyd] [15.32] blueprints not downloading

Glad we can help, and thank you for all the hard work you guys do to make this game awesome!
by Philip017
Fri Aug 11, 2017 5:36 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 67652

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

loving the idea of the buffer chests, hopefully these will work well, i can see one possible issue, logistics robots will take from the buffer to fill a requester if the factory runs low on that item it's holding and then i wont have it, still see the requester at my resupply area (for player) as i ...
by Philip017
Tue Aug 08, 2017 8:49 pm
Forum: Pending
Topic: [posila][0.15.31] Game received 'unexpected error'
Replies: 7
Views: 1809

Re: [0.15.31] Game received 'unexpected error'

you could also do what i have and made an exception for factorio in my antivirus, i simply told my antivirus to not scan the factorio folder and haven't had any problems since with the frequency that the factorio devs release their updates, it is hard for antivirus companys to keep up, each time fac...
by Philip017
Tue Aug 08, 2017 8:37 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex]Weird behaviour with splitters and inserter stack size
Replies: 7
Views: 3110

Re: [15.32] Weird behaviour with splitters...

yeah ive also noticed that my splitters aren't true 50/50 at times, especially noticeable when you have it set up to seem to be even unloading but end up with uneven amounts in the chests example.jpg in this example you will see that the trains first wagon has become empty while the second still has...
by Philip017
Mon Aug 07, 2017 1:44 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [15.32] blueprints not downloading
Replies: 4
Views: 3532

Re: [15.32] blueprints not downloading

for comparison, i can now get my blueprints again after rejoining later
hope this helps, thanks again for everything you guys do!

including client save
by Philip017
Mon Aug 07, 2017 7:58 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [15.32] blueprints not downloading
Replies: 4
Views: 3532

[Oxyd] [15.32] blueprints not downloading

im afraid the blueprints are still broken in some situations, i joined a friend of mine's server and the blueprints are no longer downloading again, and i have no access to my blueprints once again (like previous times: https://forums.factorio.com/viewtopic.php?f=11&t=51025) i can't find any blu...
by Philip017
Wed Aug 02, 2017 3:53 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [15.19] Trains collide reproducibly on specific layout
Replies: 15
Views: 8685

Re: [Hanziq] [15.19] Trains collide reproducibly on specific layout

i remember that crashing trains with out proper signaling was actually called a feature of this game, therefore not a bug. if the devs decide to change this functionality then true trains should never crash with crazy signaling. but in my opinion it is part of the fun of the game, don't give your tr...
by Philip017
Sun Jul 30, 2017 3:38 pm
Forum: Resolved Problems and Bugs
Topic: [15.31] Can't kick/ban players with multiple words in name
Replies: 10
Views: 3110

Re: [15.31] Can't kick/ban players with multiple words in name

the demo is avl to try and gives you a good idea on what the game is like, and teaches you some core fundamentals of the game. but i get it, they wanted to try the multiplayer aspect. well in that case you might want to use a password so randoms don't join you. for unpassworded servers it is highly ...
by Philip017
Sat Jul 29, 2017 1:33 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [for 0.16] [0.15.30] Input block through loading bars
Replies: 3
Views: 1294

Re: [0.15.31] Input block through loading bars

this is still present in 15.31 and interrupts typing functions (most notably in console to chat) when someone joins, or the server is saving the map. i don't believe this was an issue in earlier 14 and 15, and i know i have read the devs also dont like to wait on the saves, but when the saves stop y...
by Philip017
Tue Jul 25, 2017 10:03 am
Forum: Gameplay Help
Topic: Construction robot getting stuck with sparks?
Replies: 6
Views: 2306

Re: Construction robot getting stuck with sparks?

ah yeah this is probably due to placing the belt after the robot had already grabbed one, this was supposed to be fixed as i seen it in a bug report previously, being the robot is supposed to return the belt to the yellow chest if you manually placed it. work around, mine the belt the robot is tring...
by Philip017
Tue Jul 25, 2017 9:52 am
Forum: Ideas and Suggestions
Topic: [0.15.30] "Products finished" is misleading
Replies: 6
Views: 2176

Re: [0.15.30] "Products finished" is misleading

'cycles completed' vs 'products finished' would probably be a better way of wording for it, but i don't think this is a bug, more of a idea/suggestion.

however the lack of it on a miner could be viewed as a omission. and therefore that a feature request.
by Philip017
Tue Jul 25, 2017 9:44 am
Forum: Pending
Topic: [0.15.30] Crash on loading screen
Replies: 5
Views: 2219

Re: [0.15.30] Crash on loading screen

this game really needs a minimum of 4gb system ram, AND 2gb Video ram (vram), and if you plan to build a large base you will definitely need more, my headless server has trouble with the map getting to large on 4gb ram and that is with out video graphics. if you are using shared video memory you wil...
by Philip017
Sun Jul 23, 2017 11:01 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Blueprint Stuck in "Queued for transfer" Forever
Replies: 8
Views: 4706

Re: [Oxyd] Blueprint Stuck in "Queued for transfer" Forever

i just noticed something interesting, this person left the game while one of their blueprints were downloading, or it was bugged and didn't download, ill have to wait till they are online again and ask them, but here is a screen shot that shows their blueprint in progress and not moving, bug.jpg the...
by Philip017
Sun Jul 23, 2017 4:25 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] Blueprint Stuck in "Queued for transfer" Forever
Replies: 8
Views: 4706

Re: [Oxyd] Blueprint Stuck in "Queued for transfer" Forever

ok my server is no longer allowing me to use my blueprints again after i have rejoined and i am including a copy of the save and the server log file. hope this is helpful, i had to leave for a few hours and they stopped working when i rejoined. if they begin working again i will add a new message an...
by Philip017
Sat Jul 22, 2017 1:13 pm
Forum: Minor issues
Topic: [Rseding91] [for 0.16] [0.15.30] Destruct over ghosted concrete
Replies: 6
Views: 2899

Re: [0.15.30] Destruct over ghosted concrete

so an exception to ghosted tiles should be in effect instead of treating all ghosts as equal when using the deconstruction planner, tile ghosts get excluded unless you specifically select them to be removed?
by Philip017
Sat Jul 22, 2017 1:06 pm
Forum: Not a bug
Topic: [0.15.30] Can't exit blueprint placing mode
Replies: 5
Views: 4492

Re: [0.15.30] Can't exit blueprint placing mode

ah yes that's because there is no where for the blueprint you just grabbed to go, so it stays in your hand, you will need to find a chest/car, use quick transfer to get it out of your hand, or place the blueprint in your logistics trash slot. you can swap it for something else on your toolbar but un...
by Philip017
Sat Jul 22, 2017 12:50 pm
Forum: Minor issues
Topic: [Rseding91] [for 0.16] [0.15.30] Destruct over ghosted concrete
Replies: 6
Views: 2899

Re: [0.15.30] Destruct over ghosted concrete

ah yes the ghosted concrete being removed with deconstruction planner, i have seen this many times when i build my factories i replace the ghosted concrete when i remove a building. ghosted entities are insta removed when you mine them, so when i hand mine a building or other entity that is placed o...
by Philip017
Fri Jul 21, 2017 10:25 pm
Forum: Not a bug
Topic: [0.15.30]Invalid signal placement detection.
Replies: 1
Views: 1160

Re: [0.15.30]Invalid signal placement detection.

actually it is still correct, if you place a signal on the big loop you can still make it run double sided by adding signals to both sides of the track, once you add any signals to a loop it gives you advice about where to put signals next, once you add one to the side that is suggested, you are als...
by Philip017
Fri Jul 21, 2017 10:02 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [15.19] Trains collide reproducibly on specific layout
Replies: 15
Views: 8685

Re: [Hanziq] [15.19] Trains collide reproducibly on specific layout

i have checked both of these blueprints and it appears to be a problem with improper signaling, the little loop is missing signals, and the timing just perfect on the other signals to cause the trains to colide, adding a signal on the top loop prevents the trains from coliding again. i looked closel...

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