Search found 346 matches

by Philip017
Wed May 24, 2017 4:41 am
Forum: Resolved Problems and Bugs
Topic: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
Replies: 13
Views: 5408

Re: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)

another crash with similar stack traceback v15.12 48753.669 Warning Logger.cpp:382: Couldn't symbolize stacktrace: (resolving symbol failed: fread) #0 0x0000000000bf14ad #1 0x0000000000caaed4 #2 0x0000000000cab448 #3 0x0000000000cafd5d #4 0x0000000000e01e43 #5 0x0000000000e02bd1 #6 0x0000000000ec156...
by Philip017
Fri May 19, 2017 9:10 pm
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 6423

Re: [MOD 0.14] Subterrain

How come this feature is not in vanilla? Fixed cost underground belt and pipes makes no sense!!! oh i totally love this mod, it just makes so much sense, to me at least. but that is why we have mods! now we just need to have mods be easily sync-able per server. instead of manual since it's introduc...
by Philip017
Wed May 17, 2017 12:16 pm
Forum: Resolved Problems and Bugs
Topic: factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)
Replies: 13
Views: 5408

factorio crashed (InputActionDefragmenter.cpp:92: An input action fragment is missing)

im not sure how this is happening, including the logs but the server has crashed with the same error twice now. 34213.181 Warning Logger.cpp:382: Couldn't symbolize stacktrace: (resolving symbol failed: fread) #0 0x0000000000a00ddd #1 0x0000000000ca9664 #2 0x0000000000ca9bd8 #3 0x0000000000cae4ed #4...
by Philip017
Wed May 10, 2017 7:28 am
Forum: Mods
Topic: [MOD 0.15+] Color Picker 0.4.4 - Reworked mod settings
Replies: 44
Views: 16908

Re: [Library MOD 0.15+] Color Picker 0.3.0 - Factorio 0.15

looks interesting how about a version that works on lamps? :)
by Philip017
Fri May 05, 2017 1:16 am
Forum: Minor issues
Topic: Walking speed increased on oposing belts
Replies: 1
Views: 808

Walking speed increased on oposing belts

have found something interesting when was placing belts in my factory and thought it could be a bug or not a bug, but sharing the results in a new map and a video

when placing belts that feed into each other across the sections you can get a speed boost
Speedboost.gif
Speedboost.gif (15.52 MiB) Viewed 808 times
by Philip017
Fri May 05, 2017 1:15 am
Forum: Implemented Suggestions
Topic: multiplayer join queue system
Replies: 5
Views: 1619

Re: multiplayer join queue system

Thanks for the addition to the suggestions group and I hope this can be added, as when you have a 1MB upload limit then if 2 people try to connect at the same time you suddenly have only 500KB and it takes twice as long to download, sometimes when it gets to 3 people you can no longer connect becaus...
by Philip017
Thu Apr 27, 2017 6:53 pm
Forum: Ideas and Suggestions
Topic: Assembly Machines should emit combinator values
Replies: 8
Views: 2883

Re: Assembly Machines should emit combinator values

+1 to hook all assemblers, chem plants, centrifuge ect to the circuit network to output their contents
by Philip017
Thu Apr 27, 2017 6:17 pm
Forum: Ideas and Suggestions
Topic: Atomic Bomb AKA Nuke suggestion
Replies: 0
Views: 261

Atomic Bomb AKA Nuke suggestion

i have had the pleasure of firing off a few of these and also the unpleasantness of killing myself as well, but a few things strike me as would be nice if... it would be nice if when the rocket launcher was selected in my weapon menu with a nuke in the ammo slot, i would get an idea of how far i can...
by Philip017
Thu Apr 27, 2017 6:08 pm
Forum: Ideas and Suggestions
Topic: Do not pause game when looking at research in single player
Replies: 57
Views: 16574

Re: Do not pause game when looking at research in single player

+1 wish for option to have research window up not pause the game in single player mode.
by Philip017
Thu Apr 27, 2017 5:47 pm
Forum: Ideas and Suggestions
Topic: Idea: Hardened Armor / Don't worry about the scuffed paint
Replies: 1
Views: 334

Re: Idea: Hardened Armor / Don't worry about the scuffed paint

i always wondered why i couldn't just ignore the small amount of damage taken when driving through trees, or at least wait until the tank was sufficiently damaged before the bot would jump out to repair it, especially while the vehicle is in motion, i have lost too many robots to my trains zooming d...
by Philip017
Thu Apr 27, 2017 5:37 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Circuit Connection to Nuclear Reactor
Replies: 10
Views: 4658

Re: Suggestion: Circuit Connection to Nuclear Reactor

also want the circuit connection to the reactor, reading all information, also a circuit connection to be able limit how many u235 the centrifuge can take would both be great additions. while on the wish list it would be great to have a circuit connection that can read MW/GW usage, perhaps average a...
by Philip017
Thu Apr 27, 2017 11:50 am
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 190798

Re: [MOD 0.14] Warehousing v0.0.11

tips for changing code to resolve logistic warehouse tree ultimately though, you still have to have the logistic system research done before you can make the logistic warehouses because it requires one of of the logistics chests as part of the warehouse recipe. changing "technology.lua" de...
by Philip017
Wed Apr 26, 2017 7:13 pm
Forum: Mods
Topic: [0.13.X - 0.16.X] Advanced Factorio
Replies: 39
Views: 26970

Re: [0.13.X, 0.14.X] Advanced Factorio

Update for 0.15 Please? request update for Advanced Electric mod i have tried but can not update with out crash by just changing info.json v14 to v15 error accumulator signals-a is not recognized but editing out this for each accumulator will allow usage, just have to assign a output signal manually...
by Philip017
Sat Apr 15, 2017 5:25 am
Forum: Mods
Topic: [MOD 0.14.x] Alien Goop Cracking
Replies: 21
Views: 5049

Re: [MOD 0.14.x] Alien Goop Cracking

FunCarcass wrote:Is there a way to make it so the destroyed spawner disappears after a while?
the spawner does automatically dissapear, just takes a while, it could be possible to make the time to live very short however.
by Philip017
Thu Apr 13, 2017 7:09 pm
Forum: Mods
Topic: [MOD 0.17.x] NPUtils 4.33
Replies: 44
Views: 21583

Re: [MOD 0.14.x] NPUtils 1.18

i appreciate your candor on this matter, i hope that it functions well for you in an automated situation. i have found another mod to replace the previous function of the chunk evacuator, called quarry. in another matter, the advanced light pole is a little weak for my taste but better than the regu...
by Philip017
Thu Apr 13, 2017 2:53 am
Forum: Mods
Topic: [MOD 0.17.x] NPUtils 4.33
Replies: 44
Views: 21583

Re: [MOD 0.14.x] NPUtils 1.17

i would like to report that previous versions of this mod had better uses for chunk evacuator, now it costs close the the amount extracted, looks more like converting iron (and a little copper) to another material than used for "free" materials as it previously functioned as. previously i ...
by Philip017
Wed Apr 12, 2017 4:16 pm
Forum: Mods
Topic: [MOD 0.14.x] Alien Goop Cracking
Replies: 21
Views: 5049

Re: [MOD 0.14.x] Alien Goop Cracking

your pink selection is much more use able, thank you for that change

for those that want to use another color, due to the version change, the file is now called goop.lua
and you will need to place a building on the spout to update the color change on the map.
by Philip017
Mon Apr 03, 2017 8:08 am
Forum: Mods
Topic: [MOD 0.14.x] Alien Goop Cracking
Replies: 21
Views: 5049

Re: [MOD 0.14.x] Alien Goop Cracking

well with the previous "bug" having one spawn every base, i ended up with LOTS on my map, and it was driving me a little bonkers, hence the change to make them green. i have not used the angles or bobs mods, mainly because they are all dependent on each other and getting them all to work t...
by Philip017
Thu Mar 30, 2017 5:57 am
Forum: Mods
Topic: [MOD 0.15] Subterrain
Replies: 20
Views: 6423

Re: [MOD 0.14] Subterrain

not sure if this is the same mod as one posted on portal: https://mods.factorio.com/mods/Gangsir/Subterrain if it is suggest linking the portal to this forum topic for better discussion. first, thanks for this very useful mod, it has cleared up my rather messy bus and made it look clean and well bar...
by Philip017
Thu Mar 30, 2017 12:56 am
Forum: Mods
Topic: [MOD 0.14.x] Alien Goop Cracking
Replies: 21
Views: 5049

Re: [MOD 0.14.x] Alien Goop Cracking

having played with it for a while, i noticed that the red spots on my map look alot like the alien hives i have to destroy (the same color) might i suggest making available a different color or using a different color. thus i dont go crazy wondering if a hive has poped up again thanks again! EDIT: i...

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