Search found 67 matches
- Tue Jan 31, 2023 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Personal logistics tweaks
- Replies: 0
- Views: 68
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...
- Fri Nov 13, 2020 7:48 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 78216
Re: Friday Facts #363 - 1.1 is getting close
Good grief, these updates are gorgeous.
- Fri Aug 21, 2020 4:39 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 209
- Views: 76216
- Fri Aug 07, 2020 6:23 pm
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 92523
Re: Friday Facts #359 - Crash site: The beginning
What happens if you blueprint the crash site? 

- Fri Feb 14, 2020 5:30 pm
- Forum: News
- Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
- Replies: 57
- Views: 20044
Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Absolutely beautiful, well worth the effort!
- Fri Nov 08, 2019 7:10 pm
- Forum: News
- Topic: Friday Facts #320 - Color correction
- Replies: 202
- Views: 53025
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 ...
- 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: 13097
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...
- Tue Jan 29, 2019 11:09 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 55323
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...
- Sat Jan 26, 2019 4:00 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 55323
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...
- Fri Jan 25, 2019 9:34 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 55323
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...
- Fri Jan 25, 2019 8:52 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 55323
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...
- Sun Jan 20, 2019 10:47 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 908248
- Sat Jan 05, 2019 11:58 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 908248
Re: Factorio Roadmap for 0.17 & 0.18
Likely some date before 01-Feb-2019lordaeron1 wrote: βSat Jan 05, 2019 9:47 pmstated as January 2019... what date exactly? can't wait to get back to factorio.

- Fri Sep 07, 2018 9:04 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 30909
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...
- Fri Sep 07, 2018 5:34 pm
- Forum: News
- Topic: Friday Facts #259 - Scan-codes, Prototype IDs, HR worm
- Replies: 99
- Views: 30909
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 ...
- Wed Jul 25, 2018 3:23 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 908248
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...
- Wed Jul 25, 2018 6:11 am
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 908248
Re: Factorio Roadmap for 0.17+
Not even a ballpark?! Secrecy only does favors for so long!Koub wrote:I'd say not even the devsporcupine wrote:Anybody have any info towards when 0.17 experimental will drop?
- Tue Jul 24, 2018 11:02 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 908248
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", "*...
- Sat Jun 16, 2018 1:23 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 141
- Views: 48361
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...
- Wed Jan 10, 2018 3:47 am
- Forum: Angels Mods
- Topic: Spawn rare Bob's ores
- Replies: 5
- Views: 3055
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...