Search found 21 matches

by bluerock
Wed Aug 12, 2020 9:20 pm
Forum: General discussion
Topic: What happens after 1.0 release?
Replies: 34
Views: 6453

Re: What happens after 1.0 release?

For a long time I suspected that the devs were holding out implementing squeak through in the base game (intentionally keeping it a little difficult to navigate pipes and forests) due to a planned secret reveal of a 'Spidertron'. Or 'Scorpiotron' in the likeness of Neobuthus factorio. I would be rea...
by bluerock
Wed May 27, 2020 4:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.18] Extra sound playing when digging items
Replies: 7
Views: 951

Re: [0.18.18] Extra sound playing when digging items

Verified faint 'whoosh' sound playing after player mines many items even in .18.27. Starting to second guess whether this sound is intentional or not. For example picking up a power pole gives an initial 'click' sound followed by the faint 'whoosh'. Is the whoosh representing the sound of putting th...
by bluerock
Fri Apr 24, 2020 1:29 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.18] Extra sound playing when digging items
Replies: 7
Views: 951

Re: [0.18.18] Extra sound playing when digging items

Just wanted to give an update in new observations after the release of 0.18.21. 0.18.21 has improved this bug a little, but has not resolved the issue. Now when mining items (any item I believe, some more noticeable than others) there is only one extra sound which is the 'fluid flow in pipe' sound t...
by bluerock
Sun Apr 12, 2020 10:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.18] Extra sound playing when digging items
Replies: 7
Views: 951

Re: [0.18.18] Extra sound playing when digging items

I've tested in 0.18.18 purely vanilla and when mining a large rock as soon as the rock disappears I get the same sound as one would get when mining an assembler which seems out of place. Immediately following that I also get a faint whoosh sound like fluid sloshing in a pipe. I would either expect n...
by bluerock
Tue Jan 28, 2020 5:14 pm
Forum: Releases
Topic: Version 0.18.2
Replies: 61
Views: 16220

Re: Version 0.18.2

I wonder if some are confusing the belt sound with the inserter sound? To me the belt sound is a very gentle white noise whereas the inserter sounds like knife being sharpened on a stone which I don't like. I like the new assembler sounds. Edit: At first I only listened to the yellow belts/ yellow i...
by bluerock
Tue Jan 21, 2020 3:04 pm
Forum: Releases
Topic: Version 0.18.0
Replies: 87
Views: 53794

Re: Version 0.18.0

I though 0.18 was coming soon(tm)? I am so confused.
by bluerock
Fri Jan 10, 2020 7:34 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 14319

Re: Friday Facts #329 - Campaign reassessment

I know its just a dumb little thing for most, but the geek in me got a bit excited when noticing the design for the expanding campaign level areas is so close (but not quite) that of a fibonacci / golden spiral.
by bluerock
Fri Dec 06, 2019 9:27 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 20911

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Regarding sound... Is there a way to make it so that if a certain sound plays in rapid succession (which often happens to me if my internet connection is not so good), that the volume of each individual sound doesn't add together creating an unusually loud sound ? Worst is the sound of building plac...
by bluerock
Fri Oct 04, 2019 2:12 pm
Forum: News
Topic: Friday Facts #315 - New test servers
Replies: 69
Views: 14664

Re: Friday Facts #315 - New test servers

I was watching some old Command and Conquer: Red Alert videos and noticed that even though the game is very old, there are some basic animations on the edges of the bodies of water that help to give the illusion of the passage of time in the game. Factorio has the nice cloud shadows that pass overhe...
by bluerock
Thu May 16, 2019 5:07 pm
Forum: Releases
Topic: Version 0.17.40
Replies: 20
Views: 8100

Re: Version 0.17.40

Improved efficiency of noise program compilation
For the layman person that just plays and enjoys the game, would this happen to mean that map generation is a little faster?
by bluerock
Mon May 06, 2019 1:46 pm
Forum: Resolved Problems and Bugs
Topic: [Bilka] [0.17.36] Factorio new campaign. What to do?
Replies: 5
Views: 646

Re: Factorio new campaign. What to do?

I noticed a couple people posted on the steam forums that compilitron is also not giving them instruction for the eastern section of the tutorial. So if not already aware, it appears it is a wider issue, perhaps caused by the last update.
by bluerock
Fri May 03, 2019 7:44 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 25829

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

I still think that if included and implemented well, a high resolution spidertron attack vehicle for end game could go a long way toward helping the game sell itself (even more than it does now). One of the best sales methods is players talking up the game by word of mouth. You need cool things to t...
by bluerock
Mon Mar 04, 2019 10:31 pm
Forum: General discussion
Topic: Some thoughts on 0.16 -> 0.17
Replies: 25
Views: 4252

Re: Some thoughts on 0.16 -> 0.17

But what about the easy way - killing all biters in pollution range. Heh. I used to do that, way back when. Eventually I was confident enough in my defenses that I only really needed to clear them out to avoid constant attacks from proximity aggro. I was especially worried that if my pollution got ...
by bluerock
Sat Mar 02, 2019 1:58 am
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 28113

Re: Friday Facts #284 - 0.17 experimental

I only mined as much resources and built as many smelters as I needed. I kept chests limited and slowly built up turrets, ammo supply and built double vertical walls on both sides. This is similar to what I did my first playthrough. How many turrets did you have? I made 12 to start, but upped it to...
by bluerock
Sat Mar 02, 2019 1:07 am
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 28113

Re: Friday Facts #284 - 0.17 experimental

Spoilers ahead: I have over 1000 hours in factorio and enjoyed the new player experience. I played the new player experience before reading the FFF to avoid spoilers. All I knew was that some experienced players were having a hard time with bit biter waves at the end. So I suspected that it scaled w...
by bluerock
Thu Feb 28, 2019 6:03 am
Forum: Wiki Talk
Topic: Updates to Wiki for 0.17
Replies: 15
Views: 2840

Re: Updates to Wiki for 0.17

Hello. It appears the furnace output smelting rates on the wiki need to be updated for 0.17. For instance in the testing I did 48 stone furnaces were able to exactly(?) consume a 15/s yellow belt of iron ore which would mean that the furnace output is now .3125 iron plate per second vs. 0.28/s in 0....
by bluerock
Sat Feb 23, 2019 8:09 pm
Forum: News
Topic: Friday Facts #283 - Prepare to Launch
Replies: 341
Views: 90568

Re: Friday Facts #283 - Prepare to Launch

Since belts have little effect now on biters, I wonder if it would be possible to have it so that oil or tar could be spilled out on the ground to cause bitters to slip around or slow movement. Either eventually in base game or so that it could be added as a mod. Would also be fun to light on fire.
by bluerock
Tue Aug 07, 2018 4:56 pm
Forum: Ideas and Suggestions
Topic: Run and place inconsistency between poles and undergrounds
Replies: 1
Views: 356

Run and place inconsistency between poles and undergrounds

Hello, Tried a few searches to see if this had already been reported and I don't think it has that I can tell. Anyway, this may not be a bug, but it is at least an inconsistency that I noticed between placing power poles (all three types) vs. undergrounds (underground belts or underground pipes). To...
by bluerock
Mon Feb 26, 2018 5:33 pm
Forum: Releases
Topic: Version 0.16.26
Replies: 33
Views: 14736

Re: Version 0.16.26

In regards to the belt compression issues... Significant issues fixed in 16.25 and issues that mostly just those with OCD would notice in 16.26. I love the attention to detail by the devs and time taken to work it out. I think the Factorio players in general love attention to detail. A well oiled an...
by bluerock
Fri Dec 01, 2017 10:05 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 47423

Re: Friday Facts #219 - Cliffs

Very exciting development! Maybe keep open the possibility for future building of train tunnels or bridges? Or make it possible for mods to be written to do it?

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