Search found 346 matches

by Philip017
Wed Oct 19, 2016 8:34 am
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 had this same issue when i started playing back in v.13, my solution was to add factorio as a trusted program and then i had no more problems, imo it's a game in development, kaspersky sees the changes and thinks it's a virus but doesn't quite understand, that is why the user is allowed to take co...
by Philip017
Mon Oct 17, 2016 7:16 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 88604

Re: [0.14] Reactors

Have you made any changes to the reactor entity collision box? Edit: I assume you're using Squeak Through, in which case you'll have to add an exception for nuclear-reactor and probably also reactor-interface. yes using squeak through, how do i add this exception? EDIT: it appears that there is a n...
by Philip017
Mon Oct 17, 2016 6:56 am
Forum: Mods
Topic: [MOD 0.14.x] Better Storage Tanks 0.3.6
Replies: 13
Views: 6486

Re: [MOD 0.14.x] Better Storage Tanks 0.3.6

thankyou for addressing this concern and for the fix, thanks!
by Philip017
Sun Oct 16, 2016 5:27 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 88604

Re: [0.14] Reactors

anyone else getting this bug?

having trouble placing a pipe at the top of the reactor, it shows red and the graphics are messed up on the top, idk what is going on.
by Philip017
Sun Oct 16, 2016 4:38 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 88604

Re: [0.14] Reactors

GotLag wrote:1.4.2 - Flow Control is optional again, reactor, turbine and cooling tower can now be hand-crafted.
suggest posting change logs in main post, possible also in portal main post,

btw keep up the great work,

-- i previously make the reactors hand craft able too :)
by Philip017
Sun Oct 16, 2016 2:39 am
Forum: Mods
Topic: [MOD 0.14.x] Better Storage Tanks 0.3.6
Replies: 13
Views: 6486

Re: [MOD 0.14.x] Better Storage Tanks 0.3.5

also experiencing error again picking up sulfuric acid tank.
by Philip017
Thu Oct 13, 2016 5:31 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 97338

Re: [MOD 0.12.12+] Research queue 1.2.6

ok thanks i understand, but i tried to add dependency and having now many mods that are causing crash using this mod, i have tried to add dependency for some and still crash, so i can not use the mod i guess until it has been updated, i guess the creator intends to wait until next version, which is ...
by Philip017
Thu Oct 13, 2016 3:52 am
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 327852

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

will pm with info about crashing game
by Philip017
Wed Oct 12, 2016 11:37 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 327852

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

ok ive had my fun, but would like to add another mod, that is conflicting with NE-Enemies mod, but tring to toggle NE-Enemies mod causes game crash on loading of save file? not sure this is your fault, but not sure where to post information about this error...

attached is log file, hope this helps.
by Philip017
Wed Oct 12, 2016 11:16 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 97338

Re: [MOD 0.12.12+] Research queue 1.2.6

RE: v1.4.1

combining NE (Natural Evolution) mods with this gives error when clicking RQ button
by Philip017
Wed Oct 12, 2016 9:45 am
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 327852

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

removing those lines disables the visual (and a small amount of added dmg) however the bulk of the dmg done can be adjusted in the lines following, but ill leave that alone, thanks for the tip however :D ive gotten used to keeping clear of those large spawns, and have added me another mod, the ion c...
by Philip017
Mon Oct 10, 2016 11:13 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 82258

Re: [MOD 0.14] Satellite Uplink Station 1.0.2

i just ran across this mod and combining it with the ion cannon mod, feels like a nicely over powered toy, lol this is definitely an after end game (as current) weapon, now we just need more "goals" for after end game but noticing that i am "picking up" alien artifacts while link...
by Philip017
Mon Oct 10, 2016 7:23 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 31139

Re: [MOD 0.14.2] Electric vehicles

RE: speed of electric car and tank, i have found that the car and tank, especially compared to using exoskeletons, to be quite slow, i have tried to add exoskeletons to my tank and found that it makes it turn faster, but not move faster. can anyone give me a tip on how to change this function so i c...
by Philip017
Mon Oct 10, 2016 5:03 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 88604

Re: [0.14] Reactors

well, yah, if you have the setup first then the reactor will heat up and can produce more power than it can sustain. This setup seems to reach equilibrium at 29.3 though: http://imgur.com/a/jUBlw I think the difference here is I manged to get 426 units of water in the reactor, rather than 421. i go...
by Philip017
Sat Oct 08, 2016 7:18 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 327852

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

hi first off great mod(collection) but the enemy changes make it much more interesting - i haven't found a use for the pets (yet)... but i have a question regarding the config is there anyway to disable the green spiral of death spitters throw at me? when hit by multiple of them at the same time its...
by Philip017
Fri Oct 07, 2016 10:22 pm
Forum: Mods
Topic: [MOD 0.14.x] Survival Mode
Replies: 1
Views: 1285

Re: [MOD 0.14.x] Survival Mode

i tried this mod out on an existing map and it doesn't work, perhaps this is intended? but thought i would submit this feedback.
by Philip017
Fri Oct 07, 2016 8:28 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 88604

Re: [0.14] Reactors

Ah nice. Yah if you stuff the reactor with water using express pumps rather than underfilling it, you can get more production. I manged to get 29.2 MW with 4 express pumps. Recalculation fixes it for this scenario as well. i got 29.2MW for a short period until the reactor temp dropped below 100, it...
by Philip017
Fri Oct 07, 2016 8:24 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 21770

Re: [MOD 0.14.2] Wireless Charging

i am not sure if this would work, or even if you could do it, but i have seen mods that allow overlap between tiles like power poles where it covers an area larger than the pole it's self not sure if it is possible to allow the induction area to cover 4 tiles though the track it self only consumes 2...
by Philip017
Fri Oct 07, 2016 4:36 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 88604

Re: [0.14] Reactors

thought i would share something interesting i discovered playing with your reactors mod, with just your turbines it can output 25.5MW at full power and still have some headroom, so i decided to experiment... my max output i could achieve was 28.9MW, admitably not at full temp, it ran for a short per...
by Philip017
Thu Oct 06, 2016 6:30 pm
Forum: Mods
Topic: [mod 0.12.20] Transformer
Replies: 11
Views: 10581

Re: [mod 0.12.20] Transformer

hello, i downloaded this off the mod portal (v0.0.4) thinking, oh cool, this looks like a neat thing, but looking at how it seems to be working in game the transformer is drinking a continuous amount of power :? example right now i am using the small version that has 1mw draw, this draw is continuou...

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