Search found 69 matches

by porcupine
Sat Jun 16, 2018 1:23 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 61621

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 Factorio being superseded by Satisfactory isn't realistic, they're still substantially different game-play styles.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: 3767

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: 323890

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: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 81
Views: 33229

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: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 81
Views: 33229

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 ...
by porcupine
Thu Dec 21, 2017 5:56 pm
Forum: Ideas and Suggestions
Topic: 5 minute implamentation, literally
Replies: 0
Views: 693

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: Balancing
Topic: Please make trains able to run over evolved aliens
Replies: 81
Views: 33229

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...
by porcupine
Thu May 25, 2017 2:44 am
Forum: Gameplay Help
Topic: Train Roundabouts
Replies: 59
Views: 46184

Re: Train Roundabouts

Yeah, that's the exact style I was using, the one that deadlocks :D. It'll deadlock if the train tries to switch stations (in the opposite direction say) while in the round-about, trying to do a 270 degree (or more) turn. Even with chain signals, it'll deadlock on its own last car (even if there's ...
by porcupine
Wed May 24, 2017 4:11 pm
Forum: Gameplay Help
Topic: Train Roundabouts
Replies: 59
Views: 46184

Re: Train Roundabouts

I tried to recreate the roundabout you spoke of. Most people don't put signals inside the roundabout, but in this case putting chain signals should help. For example for 2 trains coming from the same direction, 1st wants to turn left and the other turns right. The 2nd train will already enter the r...
by porcupine
Wed May 24, 2017 5:55 am
Forum: Gameplay Help
Topic: Many stations, one name
Replies: 22
Views: 28725

Re: Many stations, one name

I mean what would your wait condition be on the train side? I think the idea is that it would sit at it's last station, waiting for a destination to become available. I've had some issues implementing my version of how I understand this, however. That's why my method has a dedicated wait station/qu...
by porcupine
Tue May 23, 2017 11:49 pm
Forum: Gameplay Help
Topic: Many stations, one name
Replies: 22
Views: 28725

Re: Many stations, one name

To follow-up, for anybody reading out there, I made a few tweaks. Latest station (4 car train, because 2 car train was making *way* too much traffic on the network once you had a few dozen trains running, short turns, etc). Station: 0eNrlXU1v20gS/S88Lqws+7vb2F0gc9vrTG6LwJAlxiZWX6CoYIPA/31JyrIlktV61X...
by porcupine
Tue May 23, 2017 11:25 pm
Forum: Gameplay Help
Topic: Train Roundabouts
Replies: 59
Views: 46184

Re: Train Roundabouts

@porcupine Can you post me a screenshot or give me the blueprint string of your roundabout (or both)? I might be able to help so that they will no longer deadlock themselves every X minutes. Thanks for the offer. I already nuked the BP on the roundabout though. It was the smallest possible round-ab...
by porcupine
Sat May 20, 2017 7:24 pm
Forum: Gameplay Help
Topic: Train Roundabouts
Replies: 59
Views: 46184

Re: Train Roundabouts

While I would avoid roundabouts in general you may fix or drastically lessen your problem by adding chain signals at the NE, SE, SW, NW positions of the junction...Still I would go away from them as a whole. Playing a game now, where I've had all the iron/copper mines named the same, and written a ...
by porcupine
Sat May 20, 2017 3:31 am
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 51239

Re: Version 0.15.12

3) Single quantities of fuel can't be loaded into the reactor (since the number of fuel elements in the reactor cannot be sensed) I'd say you're wrong there. Since the reactors have a very specific/consistent burn rate on fuel (and you know when accumulators are in their charge cycle), I'd say you ...
by porcupine
Fri May 19, 2017 9:57 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 51239

Re: Version 0.15.12

To quote myself from another thread: [...] [/quote] I for one welcome our new robot overlo... oh wait, no. I for one appreciate this explanation (I hadn't seen the other thread). The questions here were turning ugly, and for me it was more a curiosity question (the earlier fix to the zoom level, to...
by porcupine
Fri May 19, 2017 5:40 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148438

Re: Friday Facts #191 - Gui improvements

I'm loving this, and I think as soon as people see how the change hits, they'll absorb, and enjoy it right away. Being able to drop ghosts of stuff that isn't in your inventory would be very useful, as that's always been a nuisance (maybe it's in your logistics network, but you just ran out, and now...
by porcupine
Thu May 18, 2017 8:43 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 51239

Re: Version 0.15.12

either there was an undocumented nerf to nuclear power and teperatures, or something in todays release broke it... cannot keep up temps at all. steam boils off and and factories die... You sure that wasn't from yesterdays .11 release? Heat-pipes got re-worked to loose heat over distance (not sure i...
by porcupine
Thu May 18, 2017 8:16 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 51239

Re: Version 0.15.12

Klonan wrote:
jarcionek wrote:It's at least the third time you are highlighting that all of that is intentional.
Well we don't accidentally commit code...
Can you at least let us know why it's been done this way?

What's driving this change, since obviously it's not being driven by user/public feedback.
by porcupine
Thu May 18, 2017 4:48 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 51239

Re: Version 0.15.12

Zooming with the mousewheel in the map and zoom-to-world is less aggresive. I feel like this did not changed the initial problem of having a wider view without the map than in map. Ref: Wierd Map View The zoom-to-world view distance is not as wide as the player max view distance. Its about 80%~ of ...
by porcupine
Thu May 18, 2017 5:10 am
Forum: Releases
Topic: Version 0.15.11
Replies: 100
Views: 50834

Re: Version 0.15.11

The zoom level at which the map switches from 'map view' to 'world view' was increased. Please revert this or at least make it configurable (or maybe a research?). After this change it is now possible to see more of the 'world view' while not in the map... I really loved the idea of placing bigger ...

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