Search found 360 matches

by Philip017
Thu Jul 25, 2019 10:17 pm
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 48378

Re: Version 0.17.59

I am thankful the devs are reconsidering the changes they had planned in the FFF and have not implemented them as of yet. 17.59 is with out the changes to the science for robots and oil changes. hurray! :D if you couldn't tell i was against these changes. however, i still would like to see the chang...
by Philip017
Mon Jul 22, 2019 7:39 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 246114

Re: Friday Facts #304 - Small bugs; Big changes

Getting robots a bit later is quite tough to justify as being a good thing on the first sight (my own reaction to hearing this idea from kovarex was WTF, but then quickly calmed down when thinking about it a bit), but there's a lot of factors that soften this. The extra additional delay really isn'...
by Philip017
Sat Jul 20, 2019 5:22 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 246114

Re: Friday Facts #304 - Small bugs; Big changes

after reading several people's comments my vote is to leave basic oil as it is. add flare stacks, with proper valves, top off, over flow perhaps these can be added to fluid management. instead of dumbing down the game, add better fluid management, sure cracking is better than burning it off, but bet...
by Philip017
Fri Jul 19, 2019 11:39 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 246114

Re: Friday Facts #304 - Small bugs; Big changes

basic oil processing..... well for starters, i would run some of my refineries on basic all game long specifically because they produce more heavy oil for lube. necessary when building blue belts later in the game. :idea: i do like that the water side is closed now and i can build my entire setup in...
by Philip017
Fri Jul 12, 2019 4:34 pm
Forum: News
Topic: Friday Facts #303 - Under 100 bugs (but still not stable)
Replies: 144
Views: 65198

Re: Friday Facts #303 - Under 100 bugs (but still not stable)

at the rate that the factorio developers patch the game, and fix game breaking bugs, i absolutely have no problem playing the experimental version. if i encounter a game breaking bug, i can revert to the previous version if i want to continue my game now, or i can wait a day or two and the super fas...
by Philip017
Thu Jul 04, 2019 8:02 pm
Forum: Releases
Topic: Version 0.17.54
Replies: 55
Views: 31629

Re: Version 0.17.54

[*]Better latency hiding in multiplayer when experiencing connection issues. Less issues with rubber-banding or character teleporting. [*]Latency hiding is no longer completely disabled when the character is shooting. Character position and animation are still not latency-hidden while the character...
by Philip017
Fri Jun 28, 2019 10:18 pm
Forum: News
Topic: Friday Facts #301 - Crash site: First state
Replies: 52
Views: 29317

Re: Friday Facts #301 - Crash site: First state

rseding i love that you love to fix bugs, and im sure alot of folks here appreciate it as well, keep up the good work!

the new animations look interesting, i cant wait to see them in the game.
by Philip017
Mon Jun 24, 2019 10:34 pm
Forum: Mods
Topic: [MOD 0.16-0.17] Leighzer's Morphite
Replies: 6
Views: 3648

Re: [MOD 0.16-0.17] Leighzer's Morphite

re factorio v17.52 mod version 0.2.7 error when launching the game code snip from log file. error occurs with others and only this mod installed. 2.022 Loading mod leighzermorphite 0.2.7 (data.lua) 2.024 Error ModManager.cpp:1319: Failed to load mod "leighzermorphite": __leighzermorphite__...
by Philip017
Fri Jun 14, 2019 6:03 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 30258

Re: Friday Facts #299 - Everything is more complex than expected

but would still love to see a message 10 seconds before the inevitable forced stand still. As saving is bound to map tick it might be possible to mod that. No idea how it behaves if you change the autosave-interval in the middle of the game though. if you are an experienced modder, perhaps you coul...
by Philip017
Fri Jun 14, 2019 4:52 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 30258

Re: Friday Facts #299 - Everything is more complex than expected

trains are indeed a integral part of the game, when we play large maps, running millions of belts, although possible, are certainly more ups intensive than running a bunch of trains. it is a very good idea to prevent crashes and dsyncs as these are detrimental to fluid game play. still hoping that t...
by Philip017
Fri Jun 07, 2019 6:04 pm
Forum: Duplicates
Topic: 17.47 NPE i broke the final wave
Replies: 1
Views: 933

17.47 NPE i broke the final wave

I built some defences before talking to clompilatron, then the cut screen got stuck on this area, now i can not do the next set of researches. oops.
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screenshot.jpg (1.25 MiB) Viewed 933 times
by Philip017
Fri Jun 07, 2019 1:20 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 38824

Re: Friday Facts #298 - Demo upgrade for Stable

I would like to suggest removing the belt here, or making it mine-able, that way i can place a chest there and not have to unload from my chest, onto the belt, then into yours. Also for this mission the inserters ran out of fuel and I had to refuel them, not really a big deal, but maybe use solid in...
by Philip017
Fri Jun 07, 2019 12:49 pm
Forum: Resolved Problems and Bugs
Topic: [wheybags] [0.17.46] NPE non-recoverable error
Replies: 1
Views: 2468

[wheybags] [0.17.46] NPE non-recoverable error

Decided to try out your new NPE, but got non-recoverable error. Attached screen shot of instance, and logs. followed along with quest line, but decided that the initial furnace location was not where i wanted to have it, so placed it in the logical location as marked by the screen shot, however it l...
by Philip017
Fri May 24, 2019 10:32 am
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 31048

Re: Friday Facts #296 - All kinds of bugs

Im sure glad you like to fix these bugs, because we sure dont like it when they break our game we are tring to enjoy

thank you for all your hard work, know it is appreciated! :D
by Philip017
Fri May 17, 2019 10:18 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 38981

Re: Friday Facts #295 - New design for the chemical plant

I absolutely *love* the new graphics for the chemical plant, and I think colorful smoke sounds awesome ! :D By the way, thanks for continuing to resolve the bugs ! I will just provide another weekly reminder that Factorio is incredibly stable and bug-free for the most part, and it's entirely becaus...
by Philip017
Thu May 16, 2019 11:22 pm
Forum: Releases
Topic: Version 0.17.40
Replies: 20
Views: 14028

Re: Version 0.17.40

looks like they found a game breaking bug and took down the auto update until a fix for it is ready, keep using 17.39
by Philip017
Fri May 03, 2019 7:46 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 62919

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

I still prefer ghosts to these remnants, hopefully ghosts are still used once construction robots are researched, i will definitely rush construction bots to get my ghosts back. i have really enjoyed the game, and very much hope that you will be very successful in the future, i have got way more tha...
by Philip017
Fri Apr 12, 2019 10:52 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 40237

Re: Friday Facts #290 - Rail building changes & High-res icons

I may be partial to the fact i play with very few cliffs or none at all, so destroying them is no biggie for me, i haven't found a good reason to have lots of them, mainly because i like to build on a very large scale and they tend to only spawn nicely at the spawn point, where my base is gona be. i...
by Philip017
Fri Apr 12, 2019 6:45 pm
Forum: Resolved Problems and Bugs
Topic: [posila] Alt-mode item shader too subtle in some cases
Replies: 5
Views: 3980

Re: [posila] Alt-mode item shader too subtle in some cases

the new view is much better now thanks :D
by Philip017
Fri Apr 12, 2019 6:43 pm
Forum: News
Topic: Friday Facts #290 - Rail building changes & High-res icons
Replies: 75
Views: 40237

Re: Friday Facts #290 - Rail building changes & High-res icons

Loving the new changes to the rail building shift click function, i so wish this had been the case long long ago! Great job. on a side note, still waiting for the shift click build over water, hey robots can place landfill now, why can't they do with shift click method and also placing blueprints wi...

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