Search found 72 matches

by porcupine
Wed Nov 13, 2024 10:22 pm
Forum: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 85
Views: 38923

Re: Please make trains able to run over evolved aliens

BraveCaperCat wrote: ↑Wed Nov 13, 2024 5:01 pm Note that this feature/balance request already applies in the 2020 trailer.
... The thread is 7 years old... why necro it?
by porcupine
Fri Sep 20, 2024 6:23 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 156
Views: 33286

Re: Friday Facts #429 - Vulcanus Demolisher Enemies

The freezing planet had flying enemies and among them were the jelly-like enemy from FFF-367, however since then these enemies have been dropped from the game. The last planet has a delicate mix of challenges and although we found a way to add enemies to the mix in an interesting way, it would make...
by porcupine
Fri Sep 06, 2024 5:18 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 36675

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

What if personal lasers (and/or lasers in general) did more damage/damage ramped up the longer they were focused on a target?

I mean from a physics standpoint, it makes sense, you're heating up, weakening, and melting a path through 'em.
by porcupine
Fri Mar 15, 2024 6:52 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 34831

Re: Friday Facts #398 - Fulgora

Absolutely love the ruins. I remember there used to be a Factorio mod that added strewn ruins to discover, but IIRC it wasn't kept updated/compatible? Are you referring to this one? https://mods.factorio.com/mod/AbandonedRuins It still works, afaik. I use it in my game plays without issue. There wa...
by porcupine
Fri Feb 16, 2024 7:20 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 34831

Re: Friday Facts #398 - Fulgora

Absolutely love the ruins. I remember there used to be a Factorio mod that added strewn ruins to discover, but IIRC it wasn't kept updated/compatible? Does anyone else get Kenshi vibes from the structures? The rounded-ness, the desolate sand, the audio track? Absolutely one of my favourite games for...
by porcupine
Tue Jan 31, 2023 7:56 pm
Forum: Ideas and Suggestions
Topic: Personal logistics tweaks
Replies: 0
Views: 794

Personal logistics tweaks

Ok, so I'm probably ~50 hours into my second stab at Space Exploration (first one used Krastorio and a bunch of other mods, and I abandoned after getting lost regarding what to do some time back). I'm at the point where I'm actually in space/orbit, and I realized what a pain the number of items I ha...
by porcupine
Fri Nov 13, 2020 7:48 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 108963

Re: Friday Facts #363 - 1.1 is getting close

Good grief, these updates are gorgeous.
by porcupine
Fri Aug 21, 2020 4:39 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 119378

Re: Friday Facts #360 - 1.0 is here!

Jon8RFC wrote: ↑Fri Aug 21, 2020 3:58 pm I forgot there weren't anymore FFF. Dang it.
I came here to express that same "awh :\" moment. The sadness when you realize FFF is over.
by porcupine
Fri Aug 07, 2020 6:23 pm
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 110256

Re: Friday Facts #359 - Crash site: The beginning

What happens if you blueprint the crash site? :D
by porcupine
Fri Nov 08, 2019 7:10 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 85291

Re: Friday Facts #320 - Color correction

Just some attempted constructive criticism here. The new changes are welcome as far as I'm concerned, especially on the map views. Trees with actual different colors? Beautiful. Things do look a tad oversaturated/etc., but that said, the wooden boxes, and the stone tiles look distinctly worse under ...
by porcupine
Sat Apr 13, 2019 11:12 pm
Forum: Implemented Suggestions
Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
Replies: 54
Views: 20749

Re: [0.15.5] No confirmation prompt on deleting a blueprint book

With how insanely detail oriented the devs are, I'm blown away this hasn't been implemented. Just ran across this thread, after you guessed it, nuking my entire BP book (by accident of course). Loaded last auto-save, but the BP's books are independent of the saves... Checked the roaming/factorio dir...
by porcupine
Tue Jan 29, 2019 11:09 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 86127

Re: Friday Facts #279 - Train GUI & Modern Spitter

It is great that this awesome game is still being developed and not only with a few changes that can be implemented easily but groundbreaking improvements and well-wrought balancing. BUT while I read so many posts about new stuff I ask myself the question WHEN will it be implemented? I am not playi...
by porcupine
Sat Jan 26, 2019 4:00 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 86127

Re: Friday Facts #279 - Train GUI & Modern Spitter

No station skipping conditions? I am truly disappointed... Was a perfect opportunity but you just missed it... Yes, this! For station skipping, a perfect use case is refueling stations! Or trains with multiple mine locations with the same name skip the stations if the wagons are already full (and a...
by porcupine
Fri Jan 25, 2019 9:34 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 86127

Re: Friday Facts #279 - Train GUI & Modern Spitter

Looking good. I'm still hoping that we'll get a way to select their next station based on some criteria (IE, an iron ore train goes to stations that need iron ore), though. I had actually written a blueprint/method of doing this with the circuit network (IE: common name for all iron ore mines, comm...
by porcupine
Fri Jan 25, 2019 8:52 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 86127

Re: Friday Facts #279 - Train GUI & Modern Spitter

Regarding the new combat changes/graphics/etc., the fight looks great, but the graphics look awkward from my vantage point. I agree with the post saying the worms look a little bit too smooth. The GFX really fall apart though when they die and flop over, it just looks like they were awkwardly overla...
by porcupine
Sun Jan 20, 2019 10:47 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1053917

Re: Factorio Roadmap for 0.17 & 0.18

ondrii wrote: ↑Sun Jan 20, 2019 2:09 pm
AlexAegis wrote: ↑Sun Jan 20, 2019 3:38 am If I had to guess, it will be released Feb 12, +-1 day
Why Feb 12?
To be ready for Valentines day obviously :D
by porcupine
Sat Jan 05, 2019 11:58 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1053917

Re: Factorio Roadmap for 0.17 & 0.18

lordaeron1 wrote: ↑Sat Jan 05, 2019 9:47 pm stated as January 2019... what date exactly? can't wait to get back to factorio.
Likely some date before 01-Feb-2019 :).
by porcupine
Fri Sep 07, 2018 9:04 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 46506

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

If those worms are now 'tunnelers' rather than completely stationary... How about underground migration where only the worms are capable of this stealth approach. A very slow migration and radar can detect them within range. Turrets etc can shoot them if they are detected, otherwise they're capable...
by porcupine
Fri Sep 07, 2018 5:34 pm
Forum: News
Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
Replies: 99
Views: 46506

Re: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm

I hope we can see a few new types of enemies for 0.17. I didn't see it on the road-map, but for all of us who need an adversary to feel the game-play has purpose, the very limited biter options leaves one wanting. I'd love to see a flying enemy of some sort (of even if worms puked up something that ...

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