Search found 358 matches

by Philip017
Sun Feb 05, 2017 7:54 am
Forum: Mods
Topic: [MOD 0.18.x] Exoskeleton Mark II
Replies: 10
Views: 6138

Re: [MOD 0.14.x] Exoskeleton Mark II

let me start by saying thanks for this mod, i put it on my server and several people have commented that the thing only uses 1.4KW yes that is kilo watts not mega watts, the regular exo uses 200KW and im thinking you may have missed a decimal point or did you intend for these to use such little powe...
by Philip017
Fri Jan 27, 2017 10:34 pm
Forum: Ideas and Suggestions
Topic: circut programmable speaker (suggestion)
Replies: 5
Views: 1325

Re: circut programmable speaker (suggestion)

Klonan wrote: Play with 'Verify user identity' set to true
it is set to true
by Philip017
Fri Jan 27, 2017 9:51 pm
Forum: Ideas and Suggestions
Topic: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters
Replies: 6
Views: 2379

Re: 1 HP = Still fine (not) / Damaged entities should not work reliably and not cause disasters

i would have to agree that damaged machines blowing up and causing even more mayhem wouldn't be that much fun, on the other hand slowdowns and occasionally producing nothing would be ok, but some way of know of knowing this is happening might be a good idea to implement as well, like the machine has...
by Philip017
Fri Jan 27, 2017 9:40 pm
Forum: Ideas and Suggestions
Topic: circut programmable speaker (suggestion)
Replies: 5
Views: 1325

Re: circut programmable speaker (suggestion)

Rseding91 wrote:Just ban the stupid players. This is an easy problem with an easy solution.
lol oh i do that, but they just change their name/make a new account come back and do it again
by Philip017
Fri Jan 27, 2017 9:29 pm
Forum: Ideas and Suggestions
Topic: circut programmable speaker (suggestion)
Replies: 5
Views: 1325

circut programmable speaker (suggestion)

as a suggestion, having admined a public server and dealing with griefers on almost a daily basis, i recommend that the speaker sounds be made, by default, to only the person who set it up be able to hear the sounds, anyone else that wants to hear it, would need to either be, with in proximity to th...
by Philip017
Sat Dec 24, 2016 8:03 am
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 95226

Re: [MOD 0.13] Mining Tools - resources generation

When both of you uninstall MiningTools, desyncs disappear ??? It seems weird to me, because MiningTools never encountered these problems since it exists. But in the list, I see "BottleNeck" that is very useful, but quite demanding and could cause desync. when we removed mining tools the i...
by Philip017
Fri Dec 23, 2016 5:48 am
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 95226

Re: [MOD 0.13] Mining Tools - resources generation

there may be a conflict with other mods, but this one is not playing nice and dsyncing my partner constantly when active, the fast harvesting is very nice but that was as far as i got before i had lots of dsync issues.

Mods in use:
by Philip017
Wed Nov 30, 2016 9:15 pm
Forum: Implemented Suggestions
Topic: multiplayer join queue system
Replies: 5
Views: 2577

Re: multiplayer join queue system

i see my posted suggestion was moved to the implemented section, i guess in 0.15 it has been added, i haven't seen any of the what we have/intend to add, items, thanks however.
by Philip017
Wed Nov 30, 2016 2:38 am
Forum: Implemented Suggestions
Topic: multiplayer join queue system
Replies: 5
Views: 2577

multiplayer join queue system

I have been playing some multi player public games and have found that there are times that multiple people attempt to connect to the server at the same time and it causes lag in the game and also takes forever for them to join, this is especially true if the connection to the host is slow and/or th...
by Philip017
Thu Oct 20, 2016 12:04 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.9] Kaspersky thinks factorio.exe is Trojan!
Replies: 6
Views: 1620

Re: [0.14.9] Kaspersky thinks factorio.exe is Trojan!

i contacted kaspersky myself and they informed me that every time the game updates kaspersky has to re-whitelist the program, and this caused issues with the rate at which the developers released their updates and the frequency at which i play the game on the latest experimental updates, to solve th...
by Philip017
Wed Oct 19, 2016 5:51 pm
Forum: Not a bug
Topic: rocket power usage
Replies: 3
Views: 996

Re: rocket power usage

thank you for clarifying this, and i have verified your statements, and it does use 16.7MW when i launch the rocket, although for only about 6 seconds. it is a bit confusing to have 3 power states on this entity - most fabricators only perform max or idle and this is why i find the ui power usage a ...
by Philip017
Wed Oct 19, 2016 1:17 pm
Forum: Not a bug
Topic: rocket power usage
Replies: 3
Views: 996

rocket power usage

i have been playing sometime and have noticed a few things about the rocket's power usage statement i find inconsistent, when you hover your mouse over the rocket, and the actual usage when reported at the power pole. when inactive (not enough supplies) it uses the stated 8.3kw when i hover my mouse...
by Philip017
Wed Oct 19, 2016 8:34 am
Forum: Resolved Problems and Bugs
Topic: [0.14.9] Kaspersky thinks factorio.exe is Trojan!
Replies: 6
Views: 1620

Re: [0.14.9] Kaspersky thinks factorio.exe is Trojan!

i had this same issue when i started playing back in v.13, my solution was to add factorio as a trusted program and then i had no more problems, imo it's a game in development, kaspersky sees the changes and thinks it's a virus but doesn't quite understand, that is why the user is allowed to take co...
by Philip017
Mon Oct 17, 2016 7:16 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 112084

Re: [0.14] Reactors

Have you made any changes to the reactor entity collision box? Edit: I assume you're using Squeak Through, in which case you'll have to add an exception for nuclear-reactor and probably also reactor-interface. yes using squeak through, how do i add this exception? EDIT: it appears that there is a n...
by Philip017
Mon Oct 17, 2016 6:56 am
Forum: Mods
Topic: [MOD 0.14.x] Better Storage Tanks 0.3.6
Replies: 13
Views: 8421

Re: [MOD 0.14.x] Better Storage Tanks 0.3.6

thankyou for addressing this concern and for the fix, thanks!
by Philip017
Sun Oct 16, 2016 5:27 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 112084

Re: [0.14] Reactors

anyone else getting this bug?

having trouble placing a pipe at the top of the reactor, it shows red and the graphics are messed up on the top, idk what is going on.
by Philip017
Sun Oct 16, 2016 4:38 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 112084

Re: [0.14] Reactors

GotLag wrote:1.4.2 - Flow Control is optional again, reactor, turbine and cooling tower can now be hand-crafted.
suggest posting change logs in main post, possible also in portal main post,

btw keep up the great work,

-- i previously make the reactors hand craft able too :)
by Philip017
Sun Oct 16, 2016 2:39 am
Forum: Mods
Topic: [MOD 0.14.x] Better Storage Tanks 0.3.6
Replies: 13
Views: 8421

Re: [MOD 0.14.x] Better Storage Tanks 0.3.5

also experiencing error again picking up sulfuric acid tank.
by Philip017
Thu Oct 13, 2016 5:31 am
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121632

Re: [MOD 0.12.12+] Research queue 1.2.6

ok thanks i understand, but i tried to add dependency and having now many mods that are causing crash using this mod, i have tried to add dependency for some and still crash, so i can not use the mod i guess until it has been updated, i guess the creator intends to wait until next version, which is ...
by Philip017
Thu Oct 13, 2016 3:52 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 431335

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

will pm with info about crashing game

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