Search found 353 matches

by Philip017
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__...
by Philip017
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...
by Philip017
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...
by Philip017
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.
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by Philip017
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...
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: 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...
by Philip017
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! :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: 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...
by Philip017
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
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: 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...
by Philip017
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...
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: 3196

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: 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...
by Philip017
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...
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: 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...
by Philip017
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...
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: 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...
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: 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...
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: 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 ...

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