Search found 360 matches
- 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...
- 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'...
- 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...
- 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...
- 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...
- 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...
- 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.
the new animations look interesting, i cant wait to see them in the game.
- 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__...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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!
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: 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...
- 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
- 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...
- 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...
- 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
- 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...