Search found 346 matches

by Philip017
Fri May 17, 2019 10:18 pm
Forum: News
Topic: Friday Facts #295 - New design for the chemical plant
Replies: 77
Views: 23046

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: 9510

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: 35355

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: 23068

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: 2275

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: 23068

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...
by Philip017
Fri Apr 05, 2019 8:08 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 36370

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...
by Philip017
Fri Apr 05, 2019 12:46 am
Forum: Campaign / Scenario suggestions
Topic: [planned] Get rid of the pausing modal windows
Replies: 3
Views: 1046

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...
by Philip017
Fri Mar 29, 2019 3:55 pm
Forum: News
Topic: Friday Facts #288 - New remnants, More bugs
Replies: 60
Views: 18210

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...
by Philip017
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: 2104

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...
by Philip017
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: 5548

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...
by Philip017
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: 1923

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 ...
by Philip017
Thu Mar 07, 2019 10:40 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: 5548

Re: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)

i would think that enter exit would not fire unless you actually entered a vehicle, otherwise it would continue to hold waiting for a vehicle to be close enough to enter. not sure of that makes sense. at any rate thanks for the update, i know you guys are hard at work and i appreciate the feedback. ...
by Philip017
Wed Mar 06, 2019 7:43 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: 5548

Re: [0.17.0][keybind] Picking up items from ground doesn't work (F bound to pickup/enter/exit)

note this is still the case for 17.7 released today. i would like to know if there is any possibility to having this issue addressed, be it considered: not a bug, pending, minor issue, or we aint gona fix it so deal with it. thanks. Edit: Posila posted a note about keybindings issues, however as als...
by Philip017
Tue Mar 05, 2019 11:22 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 36247

Re: Personal robots prioritizing nearest first

i know there are lot of brilliant programmers for you lot out there and with factorio becoming even more multi threaded, i dont see why personal robots cant have their own thread or for that matter every logistics zone have it's own thread. it may require someone with the access and ability to rewri...
by Philip017
Mon Mar 04, 2019 6:09 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar
Replies: 9
Views: 5063

Re: [Twinsen] [0.17.3] Can't open Deconstruction Planner GUI from quickbar

Maybe related: I was just very confused by the new deconstruction planner mechanic in combination with the shortcut bar. I opened the decon-planner from the tool-menu and placed it in the shortcut menu. The red icon appeared and everything seems to be good. Until I dropped the decon-planner from my...
by Philip017
Sun Mar 03, 2019 5:17 pm
Forum: Releases
Topic: Version 0.17.4
Replies: 54
Views: 24961

feedback 0.17.4

Not sure if this is the right area, mods please feel free to move if not. First off, the changes to 17 add ALOT of nice items, and i really appreciate everything you have added and all the hard work you have put into the game to make it that much better! new tool bar: loving the equipment toggles, a...
by Philip017
Thu Feb 28, 2019 7:00 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: 5548

Re: [0.17.3] Picking up items from ground doesn't work

I am having the same issue https://forums.factorio.com/viewtopic.php?t=65280 double binding 'keypad enter' (or any other matching keys) to 'pickup item from ground' AND also having it bound to 'enter/exit vehicle' results in not picking up anything from ground. still works for entering and exiting v...
by Philip017
Wed Feb 27, 2019 2:25 am
Forum: Not a bug
Topic: [0.17] Rocket Silo Power Consumption
Replies: 2
Views: 674

Re: [0.17] Rocket Silo Power Consumption

don't worry when i first started playing i said the same thing, the tool tip could be better however. i even set up a circuit contraption to not overload my power grid thinking it was going to draw that much power while building the rocket my first time around. technically if you built the entire ro...

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