Search found 62 matches

by porcupine
Fri Nov 08, 2019 7:10 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 159
Views: 10843

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: Ideas and Suggestions
Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
Replies: 41
Views: 3994

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: 23790

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: 23790

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: 23790

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: 23790

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 0.17 & 0.18
Replies: 795
Views: 719618

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 0.17 & 0.18
Replies: 795
Views: 719618

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: 14227

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: 14227

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 ...
by porcupine
Wed Jul 25, 2018 3:23 pm
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 795
Views: 719618

Re: Factorio Roadmap for 0.17+

My guess is not before December. But it could easily be March of next year or later. So if you want to play, I'd start a 0.16 game rather than waiting. (If you want to keep things fresh consider playing Bobs + Angels or Seablock (which includes Bobs and Angels) or some other mod set. Yeah my last p...
by porcupine
Wed Jul 25, 2018 6:11 am
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 795
Views: 719618

Re: Factorio Roadmap for 0.17+

Koub wrote:
porcupine wrote:Anybody have any info towards when 0.17 experimental will drop?
I'd say not even the devs :)
Not even a ballpark?! Secrecy only does favors for so long!
by porcupine
Tue Jul 24, 2018 11:02 pm
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 795
Views: 719618

Re: Factorio Roadmap for 0.17+

Anybody have any info towards when 0.17 experimental will drop? I want to start a new game (haven't played through since .15, but I don't want to start until .17 so things don't get stale!). I tried to search the forums for hints, but for some reason it can't properly match "0.17", "*.17", etc., so ...
by porcupine
Sat Jun 16, 2018 1:23 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 23875

Re: Friday Facts #247 - Pricing and its exploits

As far as I'm concerned, posting the trailer to satisfactory is as good as an endorsement (aside from the words spoken, which clearly were). IMHO, this is the mark of a true pro. Factorio being superseded by Satisfactory isn't realistic, they're still substantially different game-play styles. Having...
by porcupine
Wed Jan 10, 2018 3:47 am
Forum: Angels Mods
Topic: Spawn rare Bob's ores
Replies: 5
Views: 1476

Re: Spawn rare Bob's ores

I know this is a old post and such... but I started a game with Angels (having played with just Bob's before), and ended up digging around the forums trying to figure out why all of the ores had gibberish names (I didn't see the merit/value of this, until I saw some recipes, that make it look like 4...
by porcupine
Wed Jan 03, 2018 11:06 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 132603

Re: [0.16.x] Bob's Mods: General Discussion

fishycat wrote:yep, is X1.5 and X2 now. Would it be too much with X2 and X3 of the base X 25k?

edit: ah, yes, happy new gear to all :D
I think that'd be overkill.

The whole point of the tuning changes was because the fluid wagons were OP, or rather just too damn big. It's still quite large after all.
by porcupine
Wed Dec 27, 2017 12:08 pm
Forum: General discussion
Topic: Please make trains able to run over evolved aliens
Replies: 60
Views: 10494

Re: Please make trains able to run over evolved aliens

sathill wrote: I need that info badly. I love democracy.
This made me laugh, love it, for some reason all I can picture is team America world police.
by porcupine
Fri Dec 22, 2017 9:30 pm
Forum: General discussion
Topic: Please make trains able to run over evolved aliens
Replies: 60
Views: 10494

Re: Please make trains able to run over evolved aliens

I don't think trains should run "over" aliens. Instead they should be able to shove them off to the side. There should still be some damage, on both sides, but less damage and less loss of momentum. So a train should be able to cut through a few behemoth bitters but not kill them. And if it doesn't...
by porcupine
Thu Dec 21, 2017 5:56 pm
Forum: Ideas and Suggestions
Topic: 5 minute implamentation, literally
Replies: 0
Views: 310

5 minute implamentation, literally

Mods in Factorio have come a LONG way. The mod page is great, but what's not great, is the fact none of the text is select-able when looking at a mods details in the mod menu (IE: name, description, status, enabled, etc.). You should be able to select that block of text, copy/paste/etc. But the real...
by porcupine
Fri May 26, 2017 2:05 pm
Forum: General discussion
Topic: Please make trains able to run over evolved aliens
Replies: 60
Views: 10494

Re: Please make trains able to run over evolved aliens

Avoid narrow passages. For example: A train track that runs though a forest will be used by biters as a walking trail. Nevertheless I second this proposal. Please let trains kill or move aside everything in their way I spent a bunch of time making a smart train loading/unloading outpost BP (with he...

Go to advanced search