Search found 346 matches

by Philip017
Wed Mar 29, 2017 1:05 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 874
Views: 394225

Re: [MOD 0.14] AAI Programmable Vehicles

ok i have played a little (20hrs) with this mod and still have yet to figure out how to get the vehicles to move themselves. ex - miners to mine the entire field of coal instead of only sitting where i last drove it - haulers to take from the miners to the silo requesting the ores suggest: simplify ...
by Philip017
Mon Mar 27, 2017 8:53 pm
Forum: Mods
Topic: [MOD 0.14.x] Alien Goop Cracking
Replies: 21
Views: 5067

Re: [MOD 0.14.x] Alien Goop Cracking

testing v1.1.0 discovered a bug? possible as it is not a low chance of spawn spout i get a spout on every spawner killed, this is not intended i believe EDIT: the default is not 0.05 in the config, it is set to 1 when downloading from the portal thus resulting in the 100% spawn rate for spouts on sp...
by Philip017
Mon Mar 27, 2017 8:49 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 874
Views: 394225

Re: [MOD 0.14] AAI Programmable Vehicles

hi thanks for this very interesting mod

hope to have a look at your tutorial video when it's ready to help me understand this intriguing mod

suggest rolling up all your AAI mods and dependencys into one mod instead of having to download 10+ different mods to get it all working together.
by Philip017
Fri Mar 24, 2017 11:38 pm
Forum: Duplicates
Topic: [14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"
Replies: 4
Views: 1067

Re: [14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"

another instance of this same error, hopefully it gets fixed
by Philip017
Sat Mar 04, 2017 12:39 am
Forum: Duplicates
Topic: [14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"
Replies: 4
Views: 1067

Re: [14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"

thanks for the update, gitty rejoined the server and gave me a report on what happened when the server crashed, a train crashed into another train and severed it in half, when he attempted to rejoin the halves it gave an error: 4162.303 Error Train.cpp: Internal error: Carriage::moveFrontJointForwar...
by Philip017
Fri Mar 03, 2017 4:06 am
Forum: Duplicates
Topic: [14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"
Replies: 4
Views: 1067

[14.22] Crash on: "moveFrontJointForward frontRail rollingStockCount (0) != 1"

im not sure what happened to crash the server, on ubuntu headless, including the logs and most recent auto save file
i dont know what caused the issue and was not present when the crash occurred.
by Philip017
Mon Feb 06, 2017 4:14 pm
Forum: Not a bug
Topic: 14.22 character unable to move or stop moving
Replies: 2
Views: 1201

14.22 character unable to move or stop moving

i have had the luxury of building a mega base and it has grown so large that even at 0.8 speed the game sometimes moves on but i stand still or am unable to stop moving while my character runs across the map, this is in a multiplayer game if that helps. not sure what the issue is with moving as it d...
by Philip017
Mon Feb 06, 2017 3:44 pm
Forum: Ideas and Suggestions
Topic: Factorio Soundtrack - continuous play
Replies: 2
Views: 590

Re: Factorio Soundtrack - continuous play

the sound track is available for sale from the steam sales page, if you would like to listen to it continually atm
however, if you look in the folder where the game is stored, you can also find the music files there for listening.
by Philip017
Sun Feb 05, 2017 7:54 am
Forum: Mods
Topic: [MOD 0.18.x] Exoskeleton Mark II
Replies: 10
Views: 4446

Re: [MOD 0.14.x] Exoskeleton Mark II

let me start by saying thanks for this mod, i put it on my server and several people have commented that the thing only uses 1.4KW yes that is kilo watts not mega watts, the regular exo uses 200KW and im thinking you may have missed a decimal point or did you intend for these to use such little powe...
by Philip017
Fri Jan 27, 2017 10:34 pm
Forum: Ideas and Suggestions
Topic: circut programmable speaker (suggestion)
Replies: 5
Views: 833

Re: circut programmable speaker (suggestion)

Klonan wrote: Play with 'Verify user identity' set to true
it is set to true
by Philip017
Fri Jan 27, 2017 9:51 pm
Forum: Ideas and Suggestions
Topic: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters
Replies: 6
Views: 1512

Re: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters

i would have to agree that damaged machines blowing up and causing even more mayhem wouldn't be that much fun, on the other hand slowdowns and occasionally producing nothing would be ok, but some way of know of knowing this is happening might be a good idea to implement as well, like the machine has...
by Philip017
Fri Jan 27, 2017 9:40 pm
Forum: Ideas and Suggestions
Topic: circut programmable speaker (suggestion)
Replies: 5
Views: 833

Re: circut programmable speaker (suggestion)

Rseding91 wrote:Just ban the stupid players. This is an easy problem with an easy solution.
lol oh i do that, but they just change their name/make a new account come back and do it again
by Philip017
Fri Jan 27, 2017 9:29 pm
Forum: Ideas and Suggestions
Topic: circut programmable speaker (suggestion)
Replies: 5
Views: 833

circut programmable speaker (suggestion)

as a suggestion, having admined a public server and dealing with griefers on almost a daily basis, i recommend that the speaker sounds be made, by default, to only the person who set it up be able to hear the sounds, anyone else that wants to hear it, would need to either be, with in proximity to th...
by Philip017
Sat Dec 24, 2016 8:03 am
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 76967

Re: [MOD 0.13] Mining Tools - resources generation

When both of you uninstall MiningTools, desyncs disappear ??? It seems weird to me, because MiningTools never encountered these problems since it exists. But in the list, I see "BottleNeck" that is very useful, but quite demanding and could cause desync. when we removed mining tools the i...
by Philip017
Fri Dec 23, 2016 5:48 am
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 76967

Re: [MOD 0.13] Mining Tools - resources generation

there may be a conflict with other mods, but this one is not playing nice and dsyncing my partner constantly when active, the fast harvesting is very nice but that was as far as i got before i had lots of dsync issues.

Mods in use:
by Philip017
Wed Nov 30, 2016 9:15 pm
Forum: Implemented Suggestions
Topic: multiplayer join queue system
Replies: 5
Views: 1620

Re: multiplayer join queue system

i see my posted suggestion was moved to the implemented section, i guess in 0.15 it has been added, i haven't seen any of the what we have/intend to add, items, thanks however.
by Philip017
Wed Nov 30, 2016 2:38 am
Forum: Implemented Suggestions
Topic: multiplayer join queue system
Replies: 5
Views: 1620

multiplayer join queue system

I have been playing some multi player public games and have found that there are times that multiple people attempt to connect to the server at the same time and it causes lag in the game and also takes forever for them to join, this is especially true if the connection to the host is slow and/or th...
by Philip017
Thu Oct 20, 2016 12:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.9] Kaspersky thinks factorio.exe is Trojan!
Replies: 6
Views: 1064

Re: [0.14.9] Kaspersky thinks factorio.exe is Trojan!

i contacted kaspersky myself and they informed me that every time the game updates kaspersky has to re-whitelist the program, and this caused issues with the rate at which the developers released their updates and the frequency at which i play the game on the latest experimental updates, to solve th...
by Philip017
Wed Oct 19, 2016 5:51 pm
Forum: Not a bug
Topic: rocket power usage
Replies: 3
Views: 620

Re: rocket power usage

thank you for clarifying this, and i have verified your statements, and it does use 16.7MW when i launch the rocket, although for only about 6 seconds. it is a bit confusing to have 3 power states on this entity - most fabricators only perform max or idle and this is why i find the ui power usage a ...
by Philip017
Wed Oct 19, 2016 1:17 pm
Forum: Not a bug
Topic: rocket power usage
Replies: 3
Views: 620

rocket power usage

i have been playing sometime and have noticed a few things about the rocket's power usage statement i find inconsistent, when you hover your mouse over the rocket, and the actual usage when reported at the power pole. when inactive (not enough supplies) it uses the stated 8.3kw when i hover my mouse...

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