Search found 69 matches

by porcupine
Fri Mar 15, 2024 6:52 pm
Forum: News
Topic: Friday Facts #398 - Fulgora
Replies: 114
Views: 22801

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: 22801

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: 431

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: 97785

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: 102758

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: 104196

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: 73029

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: 17927

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: 74281

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: 74281

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: 74281

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: 74281

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: 989341

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: 989341

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: 40609

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: 40609

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 1.0.
Replies: 801
Views: 989341

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 1.0.
Replies: 801
Views: 989341

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 1.0.
Replies: 801
Views: 989341

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", "*...

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