Search found 353 matches
- Mon Jun 24, 2019 10:34 pm
- Forum: Mods
- Topic: [MOD 0.16-0.17] Leighzer's Morphite
- Replies: 6
- Views: 2864
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__...
- Fri Jun 14, 2019 6:03 pm
- Forum: News
- Topic: Friday Facts #299 - Everything is more complex than expected
- Replies: 52
- Views: 24118
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...
- Fri Jun 14, 2019 4:52 pm
- Forum: News
- Topic: Friday Facts #299 - Everything is more complex than expected
- Replies: 52
- Views: 24118
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...
- Fri Jun 07, 2019 6:04 pm
- Forum: Duplicates
- Topic: 17.47 NPE i broke the final wave
- Replies: 1
- Views: 713
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.
- Fri Jun 07, 2019 1:20 pm
- Forum: News
- Topic: Friday Facts #298 - Demo upgrade for Stable
- Replies: 78
- Views: 31327
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...
- Fri Jun 07, 2019 12:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.17.46] NPE non-recoverable error
- Replies: 1
- Views: 2063
[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...
- Fri May 24, 2019 10:32 am
- Forum: News
- Topic: Friday Facts #296 - All kinds of bugs
- Replies: 58
- Views: 25284
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!
thank you for all your hard work, know it is appreciated!

- Fri May 17, 2019 10:18 pm
- Forum: News
- Topic: Friday Facts #295 - New design for the chemical plant
- Replies: 77
- Views: 31281
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...
- Thu May 16, 2019 11:22 pm
- Forum: Releases
- Topic: Version 0.17.40
- Replies: 20
- Views: 11863
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
- Fri May 03, 2019 7:46 pm
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 49821
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...
- Fri Apr 12, 2019 10:52 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 32853
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...
- 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: 3196
Re: [posila] Alt-mode item shader too subtle in some cases
the new view is much better now thanks 

- Fri Apr 12, 2019 6:43 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 32853
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...
- Fri Apr 05, 2019 8:08 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 52022
Re: Friday Facts #289 - Character GUI
i would still like to have logistics blueprints, where i can have mining layout, rail building, belt base building, and robot base building logistics request and trash configs, currently if i want to build rails, i have to trash all the stuff eating my inventory from building the base, request rails...
- Fri Apr 05, 2019 12:46 am
- Forum: Campaign / Scenario suggestions
- Topic: [planned] Get rid of the pausing modal windows
- Replies: 3
- Views: 1674
Re: [planned] Get rid of the pausing modal windows
i found this forum posting when i was trying to figure out how to fix the tab pausing when you start a new freeplay map. tab.jpg i don't remember this being an issue in 16 and previous, because it pasted the message in the console, which did not pause the game or require you to dismiss it. as such i...
- Fri Mar 29, 2019 3:55 pm
- Forum: News
- Topic: Friday Facts #288 - New remnants, More bugs
- Replies: 60
- Views: 25075
Re: Friday Facts #288 - New remnants, More bugs
@Rseding Thanks for all the hard work you put in to fix the bugs, as a Bonus you have fun doing it. as they say, if you enjoy the work you do then it becomes less work and instead play. glad you enjoy fixing them because we sure dont have fun when they break things. RE: remnants I think that placing...
- Fri Mar 15, 2019 6:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.12] New setup blueprints are destroyed on with Q
- Replies: 7
- Views: 3013
Re: [kovarex] [0.17.12] New setup blueprints are destroyed on with Q
i got used to pressing q to get rid of the blueprint in my hand, whatever it was, if i wanted to keep it, i'd open my inventory and click an empty spot, now it's saved and i can keep it for use again if i make a temporary blueprint and don't put it in my inventory or blueprint book, it going poof is...
- Thu Mar 14, 2019 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
- Replies: 23
- Views: 7950
Re: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
thanks so much, appreciate all the hard work you all do!
- Fri Mar 08, 2019 6:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
- Replies: 23
- Views: 7950
Re: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)
Actually I believe, that sometimes we do that. I don't remember exact example now. i can think of an example, you are early game and out of bullets, running as fast as you can for your car holding the enter/exit button to get in as soon as you are in range, come on just a little further, in and zoo...
- Fri Mar 08, 2019 6:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.17.7] First campain crashed because compilatron deconstructed the lab and some other issues
- Replies: 4
- Views: 2654
Re: [wheybags][0.17.7] First campain crashed because compilatron deconstructed the lab and some other issues
i have yet to try the npe, but compilatron should not destroy anything, and needs to learn to walk around stuff, wtf i have seen so many bug reports about him destroying stuff, why would you make him like that? ok nuf said, just if he didn't destroy things when walking around then you wouldn't have ...